Maybe an active radar sensor suite as an alternative to IR?

Stealth in ED works on the basis of heat. Which is weird, given that we already have sensors today that would counter this easily: Radar. So could there be an alternative sensor module, one which does not work on the basis of heat, but active radar?

It could be confused by chaff just as much, but allow to keep locked on despite heat sink use, with a drawback of being detectable by other radar sensor suites at twice the range (as it is active, not passive like the usual heat sensors).

Opinions? Or is there maybe a lore reason why they are not used?
 
This would be a good explanation for the general use of passive IR sensors, though the option to use radar, or a combined IR/radar sensor suite (which might then have other drawbacks, such as lower range), could add some depth to the game.
 
A problem with radar is it even today reveals who and what is scanning, even worse it is easily countered with a missile that homes in on radar emissions.
 
Chaff should be banished to the lowest bowels of hell. Were they will be tormented by fixed weapons fire forever and ever.

That or give me a fixed aiming reticle on the HUD when I turn my gimbals off during those endless chaff spamming sessions.
 
Chaff should be banished to the lowest bowels of hell. Were they will be tormented by fixed weapons fire forever and ever.

That or give me a fixed aiming reticle on the HUD when I turn my gimbals off during those endless chaff spamming sessions.
Probably the most annoying oversight on the part of FDev in this aspect is that there is no button to actually untarget your current target. Your options are to scroll through a list of targets or target directly in front of you. If empty space is directly in front of you, congrats you've fixed your weapons. If directly in front of you is an ejected heatsink, materials, or another ship, you've now locked onto something completely worthless. You can go to the Contacts tab to untarget, but doing so takes your eyes off the fight. Or maybe it's on purpose. You're just supposed to ride out the chaff, even though the NPCs flying cheat ships are unencumbered by such restrictions. Who knows. Maybe it's to prolong each engagement to make it more "meaty".

A problem with radar is it even today reveals who and what is scanning, even worse it is easily countered with a missile that homes in on radar emissions.
If only we had something so advanced as HARMs. I actually find it hilarious that weapons and sensors in ED are so incredibly medieval. The futuristic flavor of lasers aside, ED missiles are hilariously underwhelming compared to what missiles in real life can do even in an atmosphere full of drag.
 
Probably the most annoying oversight on the part of FDev in this aspect is that there is no button to actually untarget your current target. Your options are to scroll through a list of targets or target directly in front of you. If empty space is directly in front of you, congrats you've fixed your weapons. If directly in front of you is an ejected heatsink, materials, or another ship, you've now locked onto something completely worthless. Or maybe it's on purpose. You're just supposed to ride out the chaff, even though the NPCs flying cheat ships are unencumbered by such restrictions. Who knows. Maybe it's to prolong each engagement to make it more "meaty".


If only we had something so advanced as HARMs. I actually find it hilarious that weapons and sensors in ED are so incredibly medieval. The futuristic flavor of lasers aside, ED missiles are hilariously underwhelming compared to what missiles in real life can do even in an atmosphere full of drag.
But the only reason current missiles can home in on a target is because of that atmosphere, getting them to manoeuvre without fins and vanes would really complicate them.
 
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