Sensors Config Reference – Arma 3
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== Introduction / Components == | == Introduction / Components == | ||
The new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's [[ | The new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's [[Arma 3: Components|Components]] class. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class MyVehicle_F : MyBaseVehicle_F | class MyVehicle_F : MyBaseVehicle_F | ||
{ | { | ||
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For simplicity the class can inherit from one of the templates that are available in the configFile root, which allows you to only change the properties you need. | For simplicity the class can inherit from one of the templates that are available in the configFile root, which allows you to only change the properties you need. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class SensorTemplatePassiveRadar; | class SensorTemplatePassiveRadar; | ||
class SensorTemplateAntiRadiation; | class SensorTemplateAntiRadiation; | ||
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* '''NVSensorComponent''' - detects [[A3_Targeting_config_reference#nvTarget|nvTarget]]s. | * '''NVSensorComponent''' - detects [[A3_Targeting_config_reference#nvTarget|nvTarget]]s. | ||
* '''LaserSensorComponent''' - detects [[A3_Targeting_config_reference#laserTarget|laserTarget]]s. | * '''LaserSensorComponent''' - detects [[A3_Targeting_config_reference#laserTarget|laserTarget]]s. | ||
* '''ActiveRadarSensorComponent''' - detects [[A3_Targeting_config_reference#radarTarget|radarTarget]]s according to their [[A3_Targeting_config_reference#radarTargetSize|radarTargetSize]]. Radar needs to be switched ON via an action (Default | * '''ActiveRadarSensorComponent''' - detects [[A3_Targeting_config_reference#radarTarget|radarTarget]]s according to their [[A3_Targeting_config_reference#radarTargetSize|radarTargetSize]]. Radar needs to be switched ON via an action (Default {{arma3}} and {{Name|arma3apex}} keybind is {{Controls|Ctrl|R}}). Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). It's also the only sensor that can provide additional information about the target - its distance, speed and altitude. | ||
* '''PassiveRadarSensorComponent''' - detects vehicles with active radar switched on at twice their active radar's range. | * '''PassiveRadarSensorComponent''' - detects vehicles with active radar switched on at twice their active radar's range. | ||
* '''VisualSensorComponent''' - detects [[A3_Targeting_config_reference#visualTarget|visualTarget]]s according to their [[A3_Targeting_config_reference#visualTargetSize|visualTargetSize]]. | * '''VisualSensorComponent''' - detects [[A3_Targeting_config_reference#visualTarget|visualTarget]]s according to their [[A3_Targeting_config_reference#visualTargetSize|visualTargetSize]]. | ||
* '''ManSensorComponent''' - detects targets that inherit from Man class. | * '''ManSensorComponent''' - detects targets that inherit from Man class. | ||
* '''DataLinkSensorComponent''' - in combination with [[A3_Targeting_config_reference#reportRemoteTargets|receiveRemoteTargets]] this allows the vehicle to actively target and track targets from the [[side]]'s Data Link | * '''DataLinkSensorComponent''' - in combination with [[A3_Targeting_config_reference#reportRemoteTargets|receiveRemoteTargets]] this allows the vehicle to actively target and track targets from the [[side]]'s Data Link | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
componentType = "ActiveRadarSensorComponent"; | componentType = "ActiveRadarSensorComponent"; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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In the following case the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger. | In the following case the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger. | ||
However if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it is conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible. | However if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it is conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class AirTarget // ranges for targets with sky background | class AirTarget // ranges for targets with sky background | ||
{ | { | ||
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Defines the sensor detection range in look-down conditions, when the target is positioned against ground clutter. Properties are the same as in [[#class_airTarget|airTarget]]. | Defines the sensor detection range in look-down conditions, when the target is positioned against ground clutter. Properties are the same as in [[#class_airTarget|airTarget]]. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class GroundTarget // ranges for targets with ground background | class GroundTarget // ranges for targets with ground background | ||
{ | { | ||
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Distance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman) | Distance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
typeRecognitionDistance = 1000; /// -1 if undef | typeRecognitionDistance = 1000; /// -1 if undef | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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Sensor horizontal (azimuth) coverage (in degrees) | Sensor horizontal (azimuth) coverage (in degrees) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
angleRangeHorizontal = 120; | angleRangeHorizontal = 120; | ||
angleRangeHorizontal = 90; // if undef | angleRangeHorizontal = 90; // if undef | ||
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Sensor vertical (elevation) coverage (in degrees) | Sensor vertical (elevation) coverage (in degrees) | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
angleRangeVertical = 120; | angleRangeVertical = 120; | ||
angleRangeVertical = 90; // if undef | angleRangeVertical = 90; // if undef | ||
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A coefficient of sensor's range during night time (used for visual sensors). Goes linearly between full light conditions (daytime) and poor light conditions (dusk). Overcast weather can sometimes move the range down the scale as well. | A coefficient of sensor's range during night time (used for visual sensors). Goes linearly between full light conditions (daytime) and poor light conditions (dusk). Overcast weather can sometimes move the range down the scale as well. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
nightRangeCoef = 0; // blind at night | nightRangeCoef = 0; // blind at night | ||
nightRangeCoef = 0.5; // range halved at night | nightRangeCoef = 0.5; // range halved at night | ||
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A fog threshold, sensor won't be able to see through a fog with higher value than this number. | A fog threshold, sensor won't be able to see through a fog with higher value than this number. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxFogSeeThrough= 0.1; // sensor blocked by even smallest amount of fog | maxFogSeeThrough= 0.1; // sensor blocked by even smallest amount of fog | ||
maxFogSeeThrough= 0.95; // approx. the normal visibility in fog (vis. sensor) | maxFogSeeThrough= 0.95; // approx. the normal visibility in fog (vis. sensor) | ||
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Portion of sensor->target->ground distance. Below this number the targets become invisible to the sensor even if they are still within the [[#GroundTarget|GroundTarget]] range. | Portion of sensor->target->ground distance. Below this number the targets become invisible to the sensor even if they are still within the [[#GroundTarget|GroundTarget]] range. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
groundNoiseDistanceCoef = 0.1; // if distance between vehicle and ground in the direction of the target is 1km then the target won't be detected as long as it stays less than 100m close to the ground background | groundNoiseDistanceCoef = 0.1; // if distance between vehicle and ground in the direction of the target is 1km then the target won't be detected as long as it stays less than 100m close to the ground background | ||
groundNoiseDistanceCoef = -1; // if undef | groundNoiseDistanceCoef = -1; // if undef | ||
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Distance from the ground background in meters, hard cap, above which the target will be visible even if still below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]]. | Distance from the ground background in meters, hard cap, above which the target will be visible even if still below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]]. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxGroundNoiseDistance = 50; // in the situation from prev. example the target now becomes detectable whenever it is more than 50m from the ground background and still within the sensor GroundTarget range. | maxGroundNoiseDistance = 50; // in the situation from prev. example the target now becomes detectable whenever it is more than 50m from the ground background and still within the sensor GroundTarget range. | ||
maxGroundNoiseDistance = -1; // if undef | maxGroundNoiseDistance = -1; // if undef | ||
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Target speed in m/s above which the target will start to become visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]]. | Target speed in m/s above which the target will start to become visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]]. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
minSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it is moving more than 100km/h (27.7m/s) it may still be detected by the sensor. | minSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it is moving more than 100km/h (27.7m/s) it may still be detected by the sensor. | ||
minSpeedThreshold = 0; // if undef | minSpeedThreshold = 0; // if undef | ||
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target speed above which the target becomes visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]], linearly decreases to [[#minSpeedThreshold|minSpeedThreshold]]. | target speed above which the target becomes visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]], linearly decreases to [[#minSpeedThreshold|minSpeedThreshold]]. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it is moving more than 360km/h it will be detected by the sensor. | maxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it is moving more than 360km/h it will be detected by the sensor. | ||
maxSpeedThreshold = 1000; // if undef | maxSpeedThreshold = 1000; // if undef | ||
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Minimum speed (in m/s) of the target that can be detected. | Minimum speed (in m/s) of the target that can be detected. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
minTrackableSpeed = -1e10; // if undef; no minimum speed | minTrackableSpeed = -1e10; // if undef; no minimum speed | ||
minTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all | minTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all | ||
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Maximum speed (in m/s) of the target that can be detected. | Maximum speed (in m/s) of the target that can be detected. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxTrackableSpeed = 1e10; // if undef; no maximum speed | maxTrackableSpeed = 1e10; // if undef; no maximum speed | ||
maxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all | maxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all | ||
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Minimum altitude above terrain level that can be detected. | Minimum altitude above terrain level that can be detected. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
minTrackableATL= -1e10; // if undef; no minimum altitude | minTrackableATL= -1e10; // if undef; no minimum altitude | ||
minTrackableATL= 50; // targets flying lower than 50m above ground and ground vehicles (unless jumping or dropped from an airplane) won't be detected at all | minTrackableATL= 50; // targets flying lower than 50m above ground and ground vehicles (unless jumping or dropped from an airplane) won't be detected at all | ||
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Maximum altitude above terrain level that can be detected. | Maximum altitude above terrain level that can be detected. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
maxTrackableATL= 1e10; // if undef; no maximum altitude | maxTrackableATL= 1e10; // if undef; no maximum altitude | ||
maxTrackableATL= 1; // targets higher than 1m above won't be detected | maxTrackableATL= 1; // targets higher than 1m above won't be detected | ||
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Model selection to set the sensor direction. | Model selection to set the sensor direction. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
animDirection = "mainTurret"; // sensor will be aligned with the turret and will rotate together with it | animDirection = "mainTurret"; // sensor will be aligned with the turret and will rotate together with it | ||
animDirection = ""; // if undef; sensor will be aligned with vehicle body | animDirection = ""; // if undef; sensor will be aligned with vehicle body | ||
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Elevation offset in degrees of the sensor from the [[#animDirection|animDirection]]. | Elevation offset in degrees of the sensor from the [[#animDirection|animDirection]]. | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
aimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection | aimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection | ||
aimDown = 0; // if undef | aimDown = 0; // if undef | ||
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Sets whether targets acquired by the sensor can be "marked", having track visualized in 3D and with possibility to use the info for various aiming aids or weapon guidance. | Sets whether targets acquired by the sensor can be "marked", having track visualized in 3D and with possibility to use the info for various aiming aids or weapon guidance. | ||
This has specifically been made for RWR simulation via passive radar, so the active radars pop up on Sensor Display but they can't be marked unless also tracked by another sensor (vehicle or weapon). | This has specifically been made for RWR simulation via passive radar, so the active radars pop up on Sensor Display but they can't be marked unless also tracked by another sensor (vehicle or weapon). | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
allowsMarking= 1; // default | allowsMarking= 1; // default | ||
allowsMarking= 0; // targets that are tracked by this sensor only won't be target-able | allowsMarking= 0; // targets that are tracked by this sensor only won't be target-able | ||
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== Example Config - full definition == | == Example Config - full definition == | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class cfgAmmo | class cfgAmmo | ||
{ | { | ||
class MissileCore; | class MissileCore; | ||
class MissileBase: MissileCore | class MissileBase : MissileCore | ||
{ | { | ||
class Components; | class Components; | ||
}; | }; | ||
class My_Missile_Base: MissileBase | class My_Missile_Base : MissileBase | ||
{ | { | ||
missileLockMaxDistance = 3500; | missileLockMaxDistance = 3500; | ||
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// so what the missile seeker can see and track the missile will also be able to lock onto. | // so what the missile seeker can see and track the missile will also be able to lock onto. | ||
class Components: Components | class Components : Components | ||
{ | { | ||
class SensorsManagerComponent | class SensorsManagerComponent | ||
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== Example Config - inheritance from template == | == Example Config - inheritance from template == | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="cpp"> | ||
class SensorTemplateActiveRadar; | class SensorTemplateActiveRadar; | ||
class SensorTemplateIR; | class SensorTemplateIR; | ||
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{ | { | ||
class Plane; | class Plane; | ||
class Plane_Base_F: Plane | class Plane_Base_F : Plane | ||
{ | { | ||
class Components; | class Components; | ||
}; | }; | ||
class My_Plane_Base: Plane_Base_F | class My_Plane_Base : Plane_Base_F | ||
{ | { | ||
class Components: Components | class Components : Components | ||
{ | { | ||
class SensorsManagerComponent | class SensorsManagerComponent | ||
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== See Also == | == See Also == | ||
* [[ | * [[Arma 3: Targeting Config Reference]] | ||
* [[ | * [[CfgAmmo Config Reference]] | ||
* [[ | * [[CfgVehicles Config Reference]] | ||
* [[Arma 3: Sensors]] | * [[Arma 3: Sensors]] | ||
* [[Arma 3 Custom Info]] | * [[Arma 3: Custom Info]] | ||
* [[Arma 3 Targeting]] | * [[Arma 3: Targeting]] | ||
* | * {{Link|https://dev.arma3.com/post/oprep-sensor-overhaul|Sensor Overhaul OPREP}} | ||
* | * {{Link|https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/|Sensor Overhaul thread (Forums)}} | ||
{{GameCategory|arma3|Editing}} | {{GameCategory|arma3|Editing}} |
Latest revision as of 12:49, 30 April 2024
Vehicle and ammo sensors for target detection and tracking.
Introduction / Components
The new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's Components class.
class MyVehicle_F : MyBaseVehicle_F
{
class Components : Components
{
class SensorsManagerComponent : SensorTemplatePassiveRadar
{
};
};
};
For simplicity the class can inherit from one of the templates that are available in the configFile root, which allows you to only change the properties you need.
class SensorTemplatePassiveRadar;
class SensorTemplateAntiRadiation;
class SensorTemplateActiveRadar;
class SensorTemplateIR;
class SensorTemplateVisual;
class SensorTemplateMan;
class SensorTemplateLaser;
class SensorTemplateNV;
class SensorTemplateDataLink;
Properties
componentType
Mandatory property that defines the type/spectrum and hardcoded behavior of the sensor. Can be one of the following:
- IRSensorComponent - detects irTargets according to their irTargetSize and their actual heat signature. Sources of heat are engine, tires or the muzzle. To become a detectable target in IR the engine has to be running at least 6 seconds. To become undetectable the vehicle may need to cool down even as long as 1 hour.
- NVSensorComponent - detects nvTargets.
- LaserSensorComponent - detects laserTargets.
- ActiveRadarSensorComponent - detects radarTargets according to their radarTargetSize. Radar needs to be switched ON via an action (Default Arma 3 and Arma 3 Apex keybind is Ctrl + R). Switching the radar on also makes the owner a detectable target for vehicles or ammo with passive radar component (see below). It's also the only sensor that can provide additional information about the target - its distance, speed and altitude.
- PassiveRadarSensorComponent - detects vehicles with active radar switched on at twice their active radar's range.
- VisualSensorComponent - detects visualTargets according to their visualTargetSize.
- ManSensorComponent - detects targets that inherit from Man class.
- DataLinkSensorComponent - in combination with receiveRemoteTargets this allows the vehicle to actively target and track targets from the side's Data Link
componentType = "ActiveRadarSensorComponent";
class AirTarget
Defines the sensor detection range in look-up conditions, when the target is positioned against a sky background. It's possible to cap the range by viewDistance (or its portion) for systems that work within visual range. Set the DistanceLimitCoefs to -1 to disable any impact of view distance on the sensor for beyond visual range systems.
The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange
In the following case the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger. However if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it is conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible.
class AirTarget // ranges for targets with sky background
{
minRange = 500; // -1 if undef; in meters
maxRange = 5000; // -1 if undef; in meter
viewDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.
objectDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.
};
class GroundTarget
Defines the sensor detection range in look-down conditions, when the target is positioned against ground clutter. Properties are the same as in airTarget.
class GroundTarget // ranges for targets with ground background
{
minRange = 500; // -1 if undef; in meters
maxRange = 3000; // -1 if undef; in meters
viewDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.
objectDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.
};
typeRecognitionDistance
Distance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman)
typeRecognitionDistance = 1000; /// -1 if undef
angleRangeHorizontal
Sensor horizontal (azimuth) coverage (in degrees)
angleRangeHorizontal = 120;
angleRangeHorizontal = 90; // if undef
angleRangeVertical
Sensor vertical (elevation) coverage (in degrees)
angleRangeVertical = 120;
angleRangeVertical = 90; // if undef
nightRangeCoef
A coefficient of sensor's range during night time (used for visual sensors). Goes linearly between full light conditions (daytime) and poor light conditions (dusk). Overcast weather can sometimes move the range down the scale as well.
nightRangeCoef = 0; // blind at night
nightRangeCoef = 0.5; // range halved at night
nightRangeCoef = 1; // full range at night; if undef
maxFogSeeThrough
A fog threshold, sensor won't be able to see through a fog with higher value than this number.
maxFogSeeThrough= 0.1; // sensor blocked by even smallest amount of fog
maxFogSeeThrough= 0.95; // approx. the normal visibility in fog (vis. sensor)
maxFogSeeThrough= -1; // disable
groundNoiseDistanceCoef
Portion of sensor->target->ground distance. Below this number the targets become invisible to the sensor even if they are still within the GroundTarget range.
groundNoiseDistanceCoef = 0.1; // if distance between vehicle and ground in the direction of the target is 1km then the target won't be detected as long as it stays less than 100m close to the ground background
groundNoiseDistanceCoef = -1; // if undef
maxGroundNoiseDistance
Distance from the ground background in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef.
maxGroundNoiseDistance = 50; // in the situation from prev. example the target now becomes detectable whenever it is more than 50m from the ground background and still within the sensor GroundTarget range.
maxGroundNoiseDistance = -1; // if undef
minSpeedThreshold
Target speed in m/s above which the target will start to become visible even if below groundNoiseDistanceCoef.
minSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it is moving more than 100km/h (27.7m/s) it may still be detected by the sensor.
minSpeedThreshold = 0; // if undef
maxSpeedThreshold
target speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold.
maxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it is moving more than 360km/h it will be detected by the sensor.
maxSpeedThreshold = 1000; // if undef
minTrackableSpeed
Minimum speed (in m/s) of the target that can be detected.
minTrackableSpeed = -1e10; // if undef; no minimum speed
minTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all
maxTrackableSpeed
Maximum speed (in m/s) of the target that can be detected.
maxTrackableSpeed = 1e10; // if undef; no maximum speed
maxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all
minTrackableATL
Minimum altitude above terrain level that can be detected.
minTrackableATL= -1e10; // if undef; no minimum altitude
minTrackableATL= 50; // targets flying lower than 50m above ground and ground vehicles (unless jumping or dropped from an airplane) won't be detected at all
maxTrackableATL
Maximum altitude above terrain level that can be detected.
maxTrackableATL= 1e10; // if undef; no maximum altitude
maxTrackableATL= 1; // targets higher than 1m above won't be detected
animDirection
Model selection to set the sensor direction.
animDirection = "mainTurret"; // sensor will be aligned with the turret and will rotate together with it
animDirection = ""; // if undef; sensor will be aligned with vehicle body
aimDown
Elevation offset in degrees of the sensor from the animDirection.
aimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection
aimDown = 0; // if undef
allowsMarking
Sets whether targets acquired by the sensor can be "marked", having track visualized in 3D and with possibility to use the info for various aiming aids or weapon guidance. This has specifically been made for RWR simulation via passive radar, so the active radars pop up on Sensor Display but they can't be marked unless also tracked by another sensor (vehicle or weapon).
allowsMarking= 1; // default
allowsMarking= 0; // targets that are tracked by this sensor only won't be target-able
Example Config - full definition
class cfgAmmo
{
class MissileCore;
class MissileBase : MissileCore
{
class Components;
};
class My_Missile_Base : MissileBase
{
missileLockMaxDistance = 3500;
missileLockMinDistance = 100;
missileLockMaxSpeed = 680;
missileLockCone = 50;
// The properties above limit the locking range, cone and conditions but they are are independent from the sensor.
// They don't say what the missile can see and track. In this case they are set to similar values as sensor,
// so what the missile seeker can see and track the missile will also be able to lock onto.
class Components : Components
{
class SensorsManagerComponent
{
class Components
{
class SomeRadarSensorComponent
{
componentType = "ActiveRadarSensorComponent";
class AirTarget // ranges for targets with sky background
{
minRange = 5000; // minimum possible range in meters
maxRange = 5000; // maximum possible range in meters
objectDistanceLimitCoef = -1; // range not limited by obj. view distance
viewDistanceLimitCoef = -1; // range not limited by view distance
};
class GroundTarget // ranges for targets with ground background
{
minRange = 3000;
maxRange = 3000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
typeRecognitionDistance = 1000; // distance how far the target type gets recognized
angleRangeHorizontal = 60; // sensor azimuth coverage in degrees
angleRangeVertical = 60; // sensor elevation coverage in degrees
groundNoiseDistanceCoef = 0.5; // portion of sensor-target-ground distance below which the targets become invisible to the sensor
maxGroundNoiseDistance = 250; // distance from the ground in meters, hard cap, above which the target will be visible even if still below groundNoiseDistanceCoef
minSpeedThreshold = 30; // target speed in m/s above which the target will start to become visible
maxSpeedThreshold = 45; // target speed above which the target becomes visible even if below groundNoiseDistanceCoef, linearly decreases to minSpeedThreshold
};
};
};
};
};
};
Example Config - inheritance from template
class SensorTemplateActiveRadar;
class SensorTemplateIR;
class cfgVehicles
{
class Plane;
class Plane_Base_F : Plane
{
class Components;
};
class My_Plane_Base : Plane_Base_F
{
class Components : Components
{
class SensorsManagerComponent
{
class Components
{
class ActiveRadarSensorComponent : SensorTemplateActiveRadar
{
class AirTarget
{
minRange = 6000;
maxRange = 6000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
angleRangeHorizontal = 60;
angleRangeVertical = 60;
};
class IRSensorComponent : SensorTemplateIR {};
};
};
};
};
};