Sensors – Arma 3

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[[Category:Arma 3: Editing]]
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==Overview==
== Overview ==
Vehicle and ammo sensors for target detection and tracking.
Vehicle and ammo sensors for target detection and tracking.


=== '''> {{Link|link= https://dev.arma3.com/post/oprep-sensor-overhaul|text= OPREP}}''' ===
=== '''> {{Link|link= https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/|text= Forum thread}}''' ===
=== '''> [[Arma 3: Sensors config reference|Configuration]]''' ===




=== '''Forum thread: [https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/ Sensor Overhaul]''' ===
= User Interface =
 
=User Interface=
[[File:Arma_3_Sensors_Sensor_Display_symbology.png|frameless|upright=1.5]]
[[File:Arma_3_Sensors_Sensor_Display_symbology.png|frameless|upright=1.5]]
=Mechanics=
=Configuration=
The new Sensor system gets enabled by defining a SensorsManagerComponent class inside the vehicle's [[Arma_3_Components|Components]] class.
<syntaxhighlight lang="c">
class MyVehicle_F : MyBaseVehicle_F
{
      class Components : Components                 
      {
            class SensorsManagerComponent : SensorTemplatePassiveRadar
            {
            };                                                                                           
      };
};
</syntaxhighlight>
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="c">
class SensorTemplatePassiveRadar; 
class SensorTemplateActiveRadar; 
class SensorTemplateIR;           
class SensorTemplateVisual;       
class SensorTemplateMan;         
class SensorTemplateLaser;       
class SensorTemplateNV;
</syntaxhighlight>
== Properties ==
====componentType====
Mandatory property that defines the type/spectrum and hardcoded behavior of the sensor.
Can be one of the following
* '''IRSensorComponent''' - detects [[A3_Targeting_config_reference#irTarget|irTarget]]s according to their [[A3_Targeting_config_reference#irTargetSize|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 [[A3_Targeting_config_reference#nvTarget|nvTarget]]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 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 [[A3_Targeting_config_reference#visualTarget|visualTarget]]s according to their [[A3_Targeting_config_reference#visualTargetSize|visualTargetSize]].
* '''ManSensorComponent''' - detects targets that inherit from Man class.
<syntaxhighlight lang="c">
componentType = "ActiveRadarSensorComponent";
</syntaxhighlight>
====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's conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible.
<syntaxhighlight lang="c">
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.


};   
== Action keybinds (default) ==
</syntaxhighlight>
{| class="wikitable"
====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 [[#class_airTarget|airTarget]].
| '''R''' || Select next target (targets are prioritized according to the currently selected weapon and the target threat)
<syntaxhighlight lang="c">
|-
class GroundTarget      // ranges for targets with ground background
| '''T''' || Select target under the cursor / center of view
{                                           
|-
        minRange = 500;        // -1 if undef; in meters
| '''LCTRL + R''' ||  Toggle radar on/off
        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.
See '''[[Arma 3: Custom Info|Custom Panels]]''' page for more info about controlling the Sensor display.
        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.           
};
</syntaxhighlight>
====typeRecognitionDistance====
Distance in meters at which the sensor recognizes the actual target vehicle type (e.g. Mi-48 Kajman)  
<syntaxhighlight lang="c">
typeRecognitionDistance = 1000; /// -1 if undef
</syntaxhighlight> 
====angleRangeHorizontal====
Sensor horizontal (azimuth) coverage (in degrees)
<syntaxhighlight lang="c">
angleRangeHorizontal = 120;
angleRangeHorizontal = 90; // if undef 
</syntaxhighlight>


====angleRangeVertical====
= Mechanics =
Sensor vertical (elevation) coverage (in degrees)  
=== Active Radar ===
<syntaxhighlight lang="c">
* only sensor that can be switched ON and OFF.
angleRangeVertical = 120;   
* only sensor that provides information about a target's speed, altitude, and distance
angleRangeVertical = 90; // if undef 
* to be able to lock on target the radar-guided (ARH) missiles require the radar to be switched ON
</syntaxhighlight>
* activated radar makes your vehicle detectable by RWR or Passive radars at up to twice the range of your own radar.
====nightRangeCoef====
=== RWR and Passive Radar ===
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.
* detects anyone who has a radar ON at twice the distance of the tracked radar's own range.
<syntaxhighlight lang="c">
* provides unique indication to targets with active radars
nightRangeCoef = 0; // blind at night  
* most often the RWR can detect radar threat in 360° field-of-view
nightRangeCoef = 0.5;  // range halved at night
* additional passive radar (less common than RWR) allows you to mark the radar threat and use it for targeting your weapons
nightRangeCoef = 1; // full range at night; if undef 
=== Infrared sensor ===
</syntaxhighlight>
* can only detect 'hot' targets - vehicles that have been heated up by a running engine or fired weapon
====maxFogSeeThrough====
* susceptible to environmental conditions (fog)
A fog threshold, sensor won't be able to see through a fog with higher value than this number.
* often with field-of-view limited to the optics field-of-view
<syntaxhighlight lang="c">
* often coupled with Visual sensor
maxFogSeeThrough= 0.1; // sensor blocked by even smallest amount of fog
=== Visual sensor ===
maxFogSeeThrough= 0.95;  // approx. the normal visibility in fog (vis. sensor)
* can detect cold targets
maxFogSeeThrough= -1; // disable
* susceptible to environmental conditions (fog, light), in most cases useless at night
</syntaxhighlight>
* often with field-of-view limited to the optics field-of-view
* often coupled with IR sensor
=== Laser and strobe tracker ===
* detect a spot lased by a laser designator or an IR grenade (as a homing beacon)
* usually with a 180° front hemisphere field-of-view
=== Human sensor ===
* able to detect and track human targets
* ''doesn't fully work with data link''
=== Data Link ===
* with '''send position''' capability - broadcasts own position to everyone on the same side who has a receive capability
** ''Can be adjusted in-game via [[vehicleReportOwnPosition]], [[setVehicleReportOwnPosition]] or in Eden editor vehicle attributes - Electronics & Sensors''
* with '''send''' capability - broadcasts all targets acquired by own sensor suite to everyone on the same side who has a receive capability
** ''Can be adjusted in-game via [[vehicleReportRemoteTargets]], [[setVehicleReportRemoteTargets]] or in Eden editor vehicle attributes - Electronics & Sensors''
* with '''receive''' capability - receives targets from send-enabled units on the same side; the targets will be displayed on [[Arma_3_Custom_Info#Modules|Sensor panel]] - meaning the vehicle has to have the sensor panel in the first place
** ''Can be adjusted in-game via [[vehicleReceiveRemoteTargets]], [[setVehicleReceiveRemoteTargets]] or in Eden editor vehicle attributes - Electronics & Sensors''
* with '''targeting''' ([[Arma_3_Sensors_config_reference#componentType|sensor]]) capability - conditioned by the receive capability; adds an ability to mark targets received via data link and achieve an easier lock-on or engage these targets with [[A3_Targeting_config_reference#autoSeekTarget|lock-after-launch]] ammo.


====groundNoiseDistanceCoef====
= Vehicles =
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.
{| class="wikitable"
<syntaxhighlight lang="c">
! Name !! Sensors !! FoV hor./vert. !! Range sky/gnd (m) !! target ID range (m) !! Notes
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
| xH-9 helicopters, Caesar || N/A ||  ||  ||
</syntaxhighlight>
|-
====maxGroundNoiseDistance====
| UH-80, CH-49, CH-67, PO-30, Mi-290, WY-55 || RWR || 360 || 16000 || 12000 ||
Distance from the ground background in meters, hard cap, above which the target will be visible even if still below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]].
|-
<syntaxhighlight lang="c">
| rowspan="2" | IFV-6a, ZSU-39 || Radar || 360/100 || 9000/6000 || 5000 || up looking
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
| Data Link || 360 || 16000 ||  ||
</syntaxhighlight>
|-
====minSpeedThreshold====
| rowspan="4" | AH-99 || RWR || 360 || 16000 || 12000 ||
Target speed in m/s above which the target will start to become visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]].
|-
<syntaxhighlight lang="c">
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
minSpeedThreshold = 27.7; // following the prev. example if target is 20m from the ground background but it's moving more than 100km/h (27.7m/s) it may still be detected by the sensor.
|-
minSpeedThreshold = 0; // if undef
| IR + Visual || 46/34 || 3000/2000 + 2000/1500 || 2000 || targeting camera
</syntaxhighlight>
|-
====maxSpeedThreshold====
| Radar || 180/90 || 5000/4000 || 3000 || down looking
target speed above which the target becomes visible even if below [[#groundNoiseDistanceCoef|groundNoiseDistanceCoef]], linearly decreases to [[#minSpeedThreshold|minSpeedThreshold]].
|-
<syntaxhighlight lang="c">
| rowspan="4" | Mi-48 || RWR || 360 || 16000 || 12000 ||
maxSpeedThreshold = 100; // following the prev. example if target is 20m from the ground background but it's moving more than 360km/h it will be detected by the sensor.
|-
maxSpeedThreshold = 1000; // if undef
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
</syntaxhighlight>
|-
====minTrackableSpeed====
| IR + Visual || 26/26 || 4000/3000 + 3000/2000 || 2000 || targeting camera
Minimum speed of the target that can be detected.
|-
<syntaxhighlight lang="c">
| Radar || 120/90 || 5000/4000 || 3000 || down looking
minTrackableSpeed = -1e10; // if undef; no minimum speed
|-
minTrackableSpeed = 27.7; // targets slower than 100km/h won't be detected at all
| rowspan="4" | A-143 || RWR || 360 || 16000 || 12000 ||
</syntaxhighlight>
|-
====maxTrackableSpeed====
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
Maximum speed of the target that can be detected.
|-
<syntaxhighlight lang="c">
| IR + Visual || 26/20 || 4000/3000 + 3000/2000 || 2000 || targeting camera
maxTrackableSpeed = 1e10; // if undef; no maximum speed
|-
maxTrackableSpeed = 55; // targets faster than 200km/h won't be detected at all
| Radar || 90 || 8000/4000 || 3000 ||
</syntaxhighlight>
|-
====minTrackableATL====
| rowspan="3" | A-164, To-199 || RWR + Anti-radiation || 360 + 90 || 16000 + 8000 || 12000 ||
Minimum altitude above terrain level that can be detected.
|-
<syntaxhighlight lang="c">
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
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
| IR + Visual || 50/37 || 5000/4000 + 4000/3000 || 2000 || targeting camera
</syntaxhighlight>
|-
====maxTrackableATL====
| rowspan="5" | F/A-181 || RWR || 360 || 16000 || 12000 ||
Maximum altitude above terrain level that can be detected.
|-
<syntaxhighlight lang="c">
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
maxTrackableATL= 1e10; // if undef; no maximum altitude
|-
maxTrackableATL= 1; // targets higher than 1m above won't be detected
| IR || 360/90 || 2500/2000 || 2000 ||
</syntaxhighlight>
|-
====animDirection====
| Visual || 26/20 || 4000/3000 || 2000 || targeting camera
Model selection to set the sensor direction.
|-
<syntaxhighlight lang="c">
| Radar || 45 || 15000/8000 || 8000 ||
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
| rowspan="5" | To-201 || RWR || 360 || 16000 || 12000 ||
</syntaxhighlight>
|-
====aimDown====
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
Elevation offset in degrees of the sensor from the [[#animDirection|animDirection]].
|-
<syntaxhighlight lang="c">
| IR || 360/120 || 5000/3000 || 2000 ||
aimDown = 35; // sensor will be looking 35° downwards from its original direction given by the animDirection
|-
aimDown = 0; // if undef
| Visual || 26/20 || 4000/3000 || 2000 || targeting camera
</syntaxhighlight>
|-
====allowsMarking====
| Radar || 60 || 13000/9000 || 6000 ||
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).
|-
<syntaxhighlight lang="c">
| rowspan="5" | A-149 || RWR || 360 || 16000 || 12000 ||
allowsMarking= 1; // default
|-
allowsMarking= 0; // targets that are tracked by this sensor only won't be target-able
| Laser + Strobe || 180 || 6000 ||  || front hemisphere
</syntaxhighlight>
|-
| IR || 90/60 || 4000/3000 || 2000 ||
|-
| Visual || 26/20 || 4000/3000 || 2000 || targeting camera
|-
| Radar || 45 || 12000/8000 || 4000 ||
|-
| rowspan="4" | Sentinel || RWR || 360 || 16000 || 12000 ||
|-
| Laser + Strobe || 180 || 6000 || || front hemisphere
|-
| IR + Visual || 51/37 || 4000/3000 + 3500/3000 || 4000 + 3000 || targeting camera
|-
| Radar || 60 || 8000/6000 || 6000 || down looking
|-
| rowspan="3" | Praetorian 1C || Radar || 360/100 || 10000/7000 || 10000 || up looking
|-
| IR || 60/40 || 4000/3500 || 3500 ||
|-
| Data Link || 360 || 16000 ||  ||
|-
| rowspan="3" | Mk21 || Radar || 15 || 14000/11000 || 11000 ||
|-
| Visual || 60/40 || 4000/3500 || 4000 ||
|-
| Data Link || 360 || 16000 ||  ||
|-
| rowspan="2" | Mk49 || IR || 60/40 || 4000/3500 || 3500 ||
|-
| Data Link || 360 || 16000 ||  ||
|-
| WIP
|}


= Precision guided munitions =
{| class="wikitable"
! Name !! Seeker !! Cone (degrees) !! Min-Max range (m) !! Target speed (km/h) !! Notes
|-
| PCML || Visual || 5° || 20-600 || 126
|-
| Titan AT || IR || 4° || 50-4000 || 126 || + manual guidance
|-
| Titan AP || N/A ||  ||  || || manual guidance only
|-
| DAGR || IR + Laser || 30° || 100-5000 || 126 || + manual guidance
|-
| Scalpel || IR + Laser || 30° || 250-6000 || 198 || + manual guidance
|-
| Macer || IR || 30° || 350-6000 || 198
|-
| KH25 / Sharur || IR || 20° || 300-6000 || 144
|-
| Jian || IR + Laser || 30° || 350-8000 || 126 || + manual guidance
|-
| GBU-12 || Laser || 180° || 250-8000 || 108 || doesn't require full lock
|-
| LOM-250 || Laser || 180° || 250-8000 || 108 || doesn't require full lock
|-
| Titan AA || IR || 4° || 100-3500 || 900
|-
| Titan AA Long || IR || 30° || 100-4500 || 1800
|-
| Zephyr || Radar (ARH) || 40° || 500-10000 || 3006
|-
| ASRAAM || IR || 90° || 200-6000 || 2160
|-
| AMRAAM || Radar (ARH) || 70° || 800-12000 ||
|-
| Falchion-22 || IR || 30° || 150-4500 || 1602
|-
| Sahr-3 || IR || 45° || 150-5000 || 2520
|-
| RIM-116 || IR || 180° || 250-4000 || 2160
|-
| RIM-162 || Radar (ARH) || 120° || 1000-12000 || 3240
|-
| BIM-9X || IR || 180° || 250-5000 || 2160
|-
| BIM-120C || Radar (ARH) || 50° || 1000-12000 || 2880
|-
| BIM-120D || Radar (ARH) || 100° || 1000-13000 || 2880
|-
| R73 || IR || 150° || 75-6000 || 2160
|-
| R77 || Radar (ARH) || 65° || 1000-10000 || 2880
|-
|}


== Example Config - full definition ==
<syntaxhighlight lang="c">
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
= See Also =
{
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       
};
};
};
};
};
};
</syntaxhighlight>


== Example Config - inheritance from template ==
* [[Arma 3: Custom Info]]
<syntaxhighlight lang="c">
* [[Arma 3: Targeting]]
class SensorTemplateActiveRadar; 
* [[:Category:Command Group: Sensors|Command Group: Sensors]]
class SensorTemplateIR;
* [[Arma 3: Sensors config reference]]
* {{Link|https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/|Sensor Overhaul thread}}
* {{Link|https://dev.arma3.com/post/oprep-sensor-overhaul|Sensor Overhaul OPREP}}


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 { };
};
};
};
};
};
</syntaxhighlight>


= Related =
{{GameCategory|arma3}}
* [[CfgAmmo_Config_Reference|CfgAmmo]]
* [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[Arma 3 Custom Info]]
* [[Arma 3 Components]]
* [[Arma 3 Targeting]]
* [https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/ Sensor Overhaul thread]

Latest revision as of 10:38, 6 May 2024

Overview

Vehicle and ammo sensors for target detection and tracking.

> OPREP

> Forum thread

> Configuration

User Interface

Arma 3 Sensors Sensor Display symbology.png

Action keybinds (default)

R Select next target (targets are prioritized according to the currently selected weapon and the target threat)
T Select target under the cursor / center of view
LCTRL + R Toggle radar on/off

See Custom Panels page for more info about controlling the Sensor display.

Mechanics

Active Radar

  • only sensor that can be switched ON and OFF.
  • only sensor that provides information about a target's speed, altitude, and distance
  • to be able to lock on target the radar-guided (ARH) missiles require the radar to be switched ON
  • activated radar makes your vehicle detectable by RWR or Passive radars at up to twice the range of your own radar.

RWR and Passive Radar

  • detects anyone who has a radar ON at twice the distance of the tracked radar's own range.
  • provides unique indication to targets with active radars
  • most often the RWR can detect radar threat in 360° field-of-view
  • additional passive radar (less common than RWR) allows you to mark the radar threat and use it for targeting your weapons

Infrared sensor

  • can only detect 'hot' targets - vehicles that have been heated up by a running engine or fired weapon
  • susceptible to environmental conditions (fog)
  • often with field-of-view limited to the optics field-of-view
  • often coupled with Visual sensor

Visual sensor

  • can detect cold targets
  • susceptible to environmental conditions (fog, light), in most cases useless at night
  • often with field-of-view limited to the optics field-of-view
  • often coupled with IR sensor

Laser and strobe tracker

  • detect a spot lased by a laser designator or an IR grenade (as a homing beacon)
  • usually with a 180° front hemisphere field-of-view

Human sensor

  • able to detect and track human targets
  • doesn't fully work with data link

Data Link

  • with send position capability - broadcasts own position to everyone on the same side who has a receive capability
  • with send capability - broadcasts all targets acquired by own sensor suite to everyone on the same side who has a receive capability
  • with receive capability - receives targets from send-enabled units on the same side; the targets will be displayed on Sensor panel - meaning the vehicle has to have the sensor panel in the first place
  • with targeting (sensor) capability - conditioned by the receive capability; adds an ability to mark targets received via data link and achieve an easier lock-on or engage these targets with lock-after-launch ammo.

Vehicles

Name Sensors FoV hor./vert. Range sky/gnd (m) target ID range (m) Notes
xH-9 helicopters, Caesar N/A
UH-80, CH-49, CH-67, PO-30, Mi-290, WY-55 RWR 360 16000 12000
IFV-6a, ZSU-39 Radar 360/100 9000/6000 5000 up looking
Data Link 360 16000
AH-99 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR + Visual 46/34 3000/2000 + 2000/1500 2000 targeting camera
Radar 180/90 5000/4000 3000 down looking
Mi-48 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR + Visual 26/26 4000/3000 + 3000/2000 2000 targeting camera
Radar 120/90 5000/4000 3000 down looking
A-143 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR + Visual 26/20 4000/3000 + 3000/2000 2000 targeting camera
Radar 90 8000/4000 3000
A-164, To-199 RWR + Anti-radiation 360 + 90 16000 + 8000 12000
Laser + Strobe 180 6000 front hemisphere
IR + Visual 50/37 5000/4000 + 4000/3000 2000 targeting camera
F/A-181 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR 360/90 2500/2000 2000
Visual 26/20 4000/3000 2000 targeting camera
Radar 45 15000/8000 8000
To-201 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR 360/120 5000/3000 2000
Visual 26/20 4000/3000 2000 targeting camera
Radar 60 13000/9000 6000
A-149 RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR 90/60 4000/3000 2000
Visual 26/20 4000/3000 2000 targeting camera
Radar 45 12000/8000 4000
Sentinel RWR 360 16000 12000
Laser + Strobe 180 6000 front hemisphere
IR + Visual 51/37 4000/3000 + 3500/3000 4000 + 3000 targeting camera
Radar 60 8000/6000 6000 down looking
Praetorian 1C Radar 360/100 10000/7000 10000 up looking
IR 60/40 4000/3500 3500
Data Link 360 16000
Mk21 Radar 15 14000/11000 11000
Visual 60/40 4000/3500 4000
Data Link 360 16000
Mk49 IR 60/40 4000/3500 3500
Data Link 360 16000
WIP

Precision guided munitions

Name Seeker Cone (degrees) Min-Max range (m) Target speed (km/h) Notes
PCML Visual 20-600 126
Titan AT IR 50-4000 126 + manual guidance
Titan AP N/A manual guidance only
DAGR IR + Laser 30° 100-5000 126 + manual guidance
Scalpel IR + Laser 30° 250-6000 198 + manual guidance
Macer IR 30° 350-6000 198
KH25 / Sharur IR 20° 300-6000 144
Jian IR + Laser 30° 350-8000 126 + manual guidance
GBU-12 Laser 180° 250-8000 108 doesn't require full lock
LOM-250 Laser 180° 250-8000 108 doesn't require full lock
Titan AA IR 100-3500 900
Titan AA Long IR 30° 100-4500 1800
Zephyr Radar (ARH) 40° 500-10000 3006
ASRAAM IR 90° 200-6000 2160
AMRAAM Radar (ARH) 70° 800-12000
Falchion-22 IR 30° 150-4500 1602
Sahr-3 IR 45° 150-5000 2520
RIM-116 IR 180° 250-4000 2160
RIM-162 Radar (ARH) 120° 1000-12000 3240
BIM-9X IR 180° 250-5000 2160
BIM-120C Radar (ARH) 50° 1000-12000 2880
BIM-120D Radar (ARH) 100° 1000-13000 2880
R73 IR 150° 75-6000 2160
R77 Radar (ARH) 65° 1000-10000 2880


See Also