A little interesting side note.... The Ship hanger screen in the pu list the focus of the sabre as a stealth fighter and the raven as a straight interceptor. That seems to conflict with the description in the brochure, but alpha, so whats new.
Yes, but I also like this calculator since it shows numbers of a whole class at a glance: https://www.erkul.games/calculator It does not however show some figures,like the EM of a cooler.I see, you probably use hardpoint.io to compare them?
I do heartily recommend you swap out all those components. Note that you need lots more power generation to power the EMP, which is why this Sabre has a second reactor. It is therefore even more important to go small primary (Slipstream), large secondary, and the same with the coolers (small: Snowblind, Large: Ultraflow). The shields too. . .unless you really want to leave them on in stealth, need to be beefier. You have three so the FR-66 are an incredible upgrade--from 7,020 to 18,360 total. The refresh is the same, but the time to build from off is 5.6 seconds instead of 12 seconds which means you can and should turn them off in stealth. This will cut about 1/3 your EM signature, which makes it much, much easier to disappear.I don't have a regular sabre, nor the components you listed so i made some test with the stock raven. . .
cooler : Bracer
Power plant : SonicLite
Shield : Shimmer
i made a little video here :
Yes, you nailed it. Stealth cannot use its own ping and instead has to search for EM, IR and an opponent fleet's active ping, while avoiding that piing through low RCS. (We don't yet have RCS figures for any ship, but the EX is likely to be among the lowest because of its tiny size.) One important thing to note here is that most fleets will ping as a standard practice. Especially Vanduul do not use stealth, so you can use their lack of interest in stealth against them.Which brings us to the elephant in the room, in my opinion. How WILL scanners work?
. . . the 'Pin in specific has been said by CR to be top-of-class for what it can find.
IF passive sensors allow the detection of active 'radar' as it works in real world Electronic Warfare, then we go all the way back to the top of this thread and Shadow's original concept; just do the math, then fly within it. A generalization to explain: a Fleet is too loud to hide, so it PING's with active sonar, where the Attack Sub slips along listening on passive sonar, seeking an opportunity.
This is the kind of theorycrafting I love despite how we get chided for it! If you have a love for the Medium ships, take an interest in the Apollo. Yes, it is named a Large ship, but it uses almost all Medium components including the Q drive, which really suits it as a companion for the Vanguard, MIS, and Ares; and it really is the size of a Medium ship. It does however boast a Large radar array, which makes it cuddly and special, IMHO. My beef with it is the Large reactor, which is probably going to be hell to stealth. Worse is the Cap class reactor in the Polaris.As Phil seems to be addressing *Stealth Recon*, the thoughts falls more into line with traditional Early Warning systems such as shipborne radar and AWAC aircraft. This is where the Capitol sized radar components on the Polaris come into play, and the Picket role for smaller ships. Right now I'd fill the picket role with Vanguards for their Medium size components. The Terriblepin or DUR may be better in this role depending on how Scanners come to work in the game. Indeed, the Redeemer may OWN the picket role, as a gunship with those same medium components.
It will be interetsing to see if the M50 can be fit with void armor and be just as stealthy as the EX. Because it has such a small beam nose, could be though it is bigger more of them will fit in a Polaris bay. There are two advantages the M50 has. The dash is far lower so it gives a much better site picture of a conflict. The EX cockpit is troublesome. Second, the M50 has two small fuel tanks, so one supposes twice the range. Range is key for recon.. . . yes absolutely the EX would definitely be the perfect ship for recon it will fit and can be carried and the larger ships can move at their own pace.
I'm most interested in how to spot for the Polaris torps while hunting Vanduul. Several little craft like the EX and M50 should fit in the Polaris bay, which removes the troubles getting small ships with small Q drives in theater. But to the two points people seem to have neglected here: if you are found spotting for a Polaris, but need to keep eyes on your quarry, the only thing that can keep you safe is blinding speed and maneuverability. These birds can turn circles around a fleet with relative impunity, all the while feeding targeting data to the Polaris. Chris actually mentioned during the discussion of shared sensors about using spotting ships for long range torps, so this is an important consideration.
The Prowler is a medium ship with small sensors--bad choice. If anything you want the other mismatch. The Tracker's Long Look radar on a Ghost Hornet, or the Large radar on the medium size Apollo. Neither of these can stay on task if they're found however, as the Vanduul fighters would kill them if they didn't leave.
Never heard this before, its good info to know!The big added bonus however, is the cruise speed of the M50 and EX. Scan volume per unit time is a linear function of cruise speed, and these two little birds have the best cruise by far. People who think only on the larger area scanned by a larger ship don't take scan volume per until time into careful consideration, and that's the value that matters when you're searching for something, not instantaneous scan.
In SWC, I was a Squadron Commander for the Ailon Nova Guard, and a Battle Group Commander for the Wraiths. For both groups I organized searches for planets, as they're the big money in SWC, but hard to find. That gave me a lot of experience with search ops using google docs to make everyone's progress available to every player, which is more important when you're searching for three weeks at a time.Never heard this before, its good info to know!
Implementing such a system may be quite complicated. Everything is in motion and you are usually measuring objects relative to each other. Coordinate systems do exist, so they may be able to implement something, but IDK how well our current or alternative systems can be implemented in SC.CIG knows they need to provide us with a useable coordinate system, and eventually we ought to be able to set any coordinates as a jump destination.
International Celestial Reference System - Wikipedia
en.wikipedia.org
Celestial coordinate system - Wikipedia
en.wikipedia.org
Things would be easier if the earth wasn't flat. A lot of this space shit is just made up by NASA.Barycentric celestial reference system - Wikipedia
en.wikipedia.org
For the moment, but that is not the long term intent. Planets are intended to orbit their respective suns and so forth. Each trip across a solar system, even between the same destinations, will work out slightly differently.Actually all the celestial bodies are fixed. Vehicles, weapons and asteroids are the only things moving. Stars, planets etc. do not move. This should not be hard.
So will there be a way to at least set an arbitrary direction so we can fly loose formations attached by scan radius?CIG has made the reason for the lack of a player visible co-ordinate system clear - they want to avoid botting.
Don't think it was even in concept. Only available if you bought the optane drive back in...ummm....2017 maybe? Regardless, check eBay, there are usually plenty there for fairly cheap. Only comes with 2 month insurance, but that doesn't really matter.I regret missing out on that ship in the concept, really cool ship that Raven!