Sensors are the means by which fleets detect each other on the campaign map.

A Luddic Church fleet searches for the player fleet hiding in a nebula

A whimsical psuedo-tutorial on sensors (written for version 0.7.2) can be found on the forum here.

Basic mechanics[edit | edit source]

Sensor information located in the bottom left of the HUD

Each ship in the game has a sensor profile that determines how far away it can be seen, and a sensor strength that determines how far it can see. The two figures are summed within each fleet, and used to calculate how far away two fleets can see each other. Two identical fleets will spot each other at the same distance in the absence of terrain bonuses.

Each fleet has a detected-at range equal to 300 + the sum of its five ships with the highest sensor profile, and a sensor range equal to 300 + the sum of the five ships with the highest sensor strength. Fleet A can see another fleet B if the distance between them is smaller than A's sensor range + B's detected-at range. Multiplicative effects from abilities and terrain apply to sensor range and detected-at range.

When another fleet is detected by the player but has its transponder off, it will initially only be shown as a "sensor contact": A set of triangles indicating the size of the fleet. As it gets closer, more information will be shown: The hull types in the fleet, current task, and maximum burn speed. Once it is very close, the fleet's faction and name, and the officers of the ships will be displayed. If the other fleet's transponder is on, the full information will be displayed from the beginning.[1]

A ship's base sensor strength and sensor profile is based on the ship size:

  • Frigates: 30
  • Destroyers: 60
  • Cruisers: 90
  • Capital ships: 150

Hullmods[edit | edit source]

Various hullmods alter the sensor strength and sensor profile of the ship they are installed on:

Abilities[edit | edit source]

Various abilities can modify a fleet's sensor range and detected-at range:

Skills[edit | edit source]

The Sensors technology skill provides bonuses to both the sensor range and the detected-at range reduction of a fleet, as well as buffs to the Go Dark and Active Sensor Burst abilities:

  • Level 2 skill: -25% detected-at range
  • Level 2 skill: Doubles the effectiveness of the Go Dark ability
  • Level 3 skill: +25% sensor range

Terrain[edit | edit source]

Fleets in different terrain types can have altered detected-at ranges:

  • Asteroid Belt, Ring System, Accretion Disk, Debris Field: -75% detected-at range (when stationary)
  • Nebula: -50% detected-at range
  • Magnetic Field: -50% detected-at range
  • Magnetic Storm: -100% detected-at range
  • Deep Hyperspace: -50% detected-at range
    • Hyperspace Storm: +2000 detected-at range

Miscellaneous effects[edit | edit source]

  • Being stationary provides additional bonuses to sensor profile. Moving sufficiently slowly will also count for this bonus. Note that the move slowly key, default S, will cause the fleet to become stationary if held. Using CTRL + Left Mouse button will cause the fleet to move slowly enough to trigger this bonus.
  • Fleets in combat have +1000 detected-at range.
  • A sensor array is star system infrastructure that provides a boost to the sensor range of all same-faction fleets in the system:
    • Makeshift Sensor Array: +400 sensor range
    • Domain Sensor Array: +700 sensor range

References[edit | edit source]

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Only up to date for version 0.9.1. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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