Detection sensor in ED made by preschool science fair?

So we all know that we have 80Ton sensors that have majestic range of 5KM? Who made this? Is this a VERY long metal poke stick that just you flail around and poke space if something is there?

I've seen article that our CURRENT 2018 detection technology can detect small maneuvering thrusters on space shuttle being turned on from a distnace of... drumroll Past Pluto!

What gives ED? With that said we should be detect ships mining in rings on furtherst gas giant belts when we exit jump near a star.
How can cops and pirates find you anywhere in the belt when you mine? Or just exit SC at random place? Yep they have ancient detectors from 2018. While we are stuck with, long metal sticks and poke around like idiots.

I demand those sensors so I can snoop around and jumpscare those miners :D
 
I'd just be happy if my sensors would notify me that there's a listening station nearby, without me having to go manually open the nav panel to check.
 
I'd just be happy if my sensors would notify me that there's a listening station nearby, without me having to go manually open the nav panel to check.

That was passive detection, you can't detect passive detection mechanism. Ultimate stealth!
 
So we all know that we have 80Ton sensors that have majestic range of 5KM?

Have they traded very short-range off against omniscient 360 degree detection, the ability to give an incredible amount of data (ship type, configuration, velocity vector, shield state, hull state etc etc) and the complete inability to be detected by any kind of passive sensors?
 
This is a gameplay-induced aspect.
Size 8 sensors' weight - not. It is laziness. Geometric progression is fun, why even bothrer about it *sarcasm*?
 
Have they traded very short-range off against omniscient 360 degree detection, the ability to give an incredible amount of data (ship type, configuration, velocity vector, shield state, hull state etc etc) and the complete inability to be detected by any kind of passive sensors?

If they move just a bit further you have blips that indicate random position and random number of ships. So yeah, not even backup good ol stuff. Velocity vector we can calculate and we already did for many space objects. Light reflets of a thing 150M km away from us on a 250m+ not that reflective boulder? Yep now we know it's speed and that it's there.

How do you plant to dectect passive detection? How do you detect someone reading a book? Unless you see someone reading a book, you won't know about someone reading a book.
 
How do you plant to dectect passive detection? How do you detect someone reading a book? Unless you see someone reading a book, you won't know about someone reading a book.

Your sensors are an ACTIVE scan - they "paint" the target (whether its Radar/Masar/ladar or something more exotic isn't specifically defined) when you "Paint" a Target with an active sensor you can detect it...that's what RWRs DO...

If they move just a bit further you have blips that indicate random position and random number of ships. So yeah, not even backup good ol stuff. Velocity vector we can calculate and we already did for many space objects. Light reflets of a thing 150M km away from us on a 250m+ not that reflective boulder? Yep now we know it's speed and that it's there.

I didn't 100% understand this...but you obviously didn't notice the sarcasm in my post...I was pointing out that while they are very short-ranged (because...heaven forbid BVR Combat) they also create a sort of "God Mode" of almost unlimited information, 360 degree coverage and 100% reliability & immunity to interference (because we wouldn't want our Pilots having to actually USE their sensors or maintain any kind of situational awareness would we?)
 
Detecting listening outpost is detecting passive detector. If we use active detection then we could detect that.

So ED is a space fantasy game?
 
Sensors in ED.. lol. My friends and I, frequently make jokes about this embarrasing aspect of the game.
It clearly shows that someone doesnt have a clue in some technical stuff and he should know that in the future we WILL have more advanced tech than today, not much worse. I m sure the fanbois will have a pretty good explanation about this, that the rest will have to simply accept.
 
So ED is a space fantasy game?


We have a winner.. Class 8 Sensors have the highest range are only available to a small section of ships, 7.68km increasing to a max of around 14.5km normal space emission range (Corvette) Class 1 Sensors have a max 6km range, up to around 11km (Sidewinder)

Obviously the devs are going for a more silent hunter feel for gameplay purposes. (there's that magic word again)

SC sensor range is in the billions of km's across all ships.

Fanbi... 40 year old guy that often log's in and chuckles about how ludicrous this sci fi fantasy forum is. Kinda reminds of one of Patrick Stuarts comments about some hardcore trek fans.
 
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People which are trying to technically explain that passive radar radius etc... Just stahp.
It's like, how you can even build them for them to have such high mass and such low functionality...
 
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People which are trying to explain that passive radar radius etc... Just stahp.
.

You should probably take some of your own advice, even better, print this is entire topic out and show it to your wife or someone at work, they'll tell you to get a grip mate. There is nothing broken about this design decision for a computer game, accept it and move on.
 
So we all know that we have 80Ton sensors that have majestic range of 5KM? (...)
How can cops and pirates find you anywhere in the belt when you mine?

Cops have 300 ton sensors in their sidewinders. :)

Burt I agree we should have better sensors.
I suspect that the sensors have suffered because of PvP.

I think FDev could implement a much more interesting and exciting sensor mechanic with passive and active sensors.
Active sensors betray your own position but have superior range and resolution and passive sensors do not reveal your position, but are inferior in resolution and perhaps in range.
This could lead to cool cat and mouse game play.
 
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An 8A sensor with the long range option weighs in at 320 tons. There's a 100% weight penalty to be able to scan out to 10k maybe less. I posted this before, it would be better to rivet a Sidey with A sensors to a Corvette.

Absolute nonsense, FD has let this go on for way too long.
 
It's all part of the completely mad combat in space, in the far future, in which everything we once knew about long-range weaponry and sensors has been completely forgotten.

When this bugs me too much and spoils my enjoyment, I tell myself that ED is actually a steampunk or space-fantasy game.
 
An 8A sensor with the long range option weighs in at 320 tons. There's a 100% weight penalty to be able to scan out to 10k maybe less. I posted this before, it would be better to rivet a Sidey with A sensors to a Corvette.

Absolute nonsense, FD has let this go on for way too long.

I knew it! Long tungsten poke sticks!
 
There are so many aspects of this in the game where it's dumbed down and rather lazy design.

- Radars are basically identical regardless of weight.
- The 158.5 tonnes difference between a 1A and 8A sensor is about 2 kilometers detection range...
- Fuel scoops seem to be at a universal factor of X4 in pricing of the previous grade (1D is 4 times more expensive than 1E etc.etc.)
- Anaconda has a magical hull mass

Imagine if they would make sensors both harder to use and actually better with size.

- Size and rating to indicate detection range and the amount of sensor types [S1 only has Cross Section and 1 km range]
- Larger sizes may have thermal, magnetometric, stellar radiation (hawking) and other sensor tech added
- Larger sizes could give ship turrets small tracking bonuses against smaller targets (base turret tracking in general would have to be lowered though so that large turrets have serious problems with poor sensors)
- Having a smaller sensor could also make a ship harder to get a lock on due to it having a weaker signal output.
 
But but, we've tot the best sensors in the galaxy.
They're multi purpose, for detecting enemies, points of interest, alien settlements, materials, you name it.
These sensors have been evolving for eons, always at the ready and draw zero power.

Tadaaa, the eyeball mk1.

Yup it's 3304 and that's the best we got.
 
It may be an (understandable) technical limitation. For every ship you can "detect", the game has to tell your game client all about it. If you expand your sensor range to current 2018 technology - and head over to a heavy-populated system, the game wouldn't be able to keep up with notifying every ship about every other ship in a meaningful way, plus your internet connection would melt.

Just a guess. o7
 
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