How Angles Affect Your Cross Section Detection Range - A Comprehensive Test | SC Stealth Guide 4k

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Published 2024-05-30
Performing an intensive test on how angles will affect your cross section detection range as well as many other related tests. And please leave your comments regarding some of the problems with the test. Thank you!
Radar Type & Detection Range
   • Firebird Reborn and Some Xenothreat F...  
www.spviewer.eu/
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3.23.1 Live
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00:00 Introduction
00:48 Cross section values on paper
02:27 Test 1 Blackbird nose to nose
04:02 Test 2 Redbird nose to nose
05:35 Test 3 Top, 90 degree angle
06:35 Test 4 Side cross section detection
08:11 Test 5 & 6 Suppress Overall IR Test
10:44 Summary
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My PC Specs and Game Settings:
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• CPU: Intel Core i9-14900KF 2.4 GHz (underclocked)
• GPU: GeForce 4090 rtx (underclocked)
• RAM: 128G DDR5 5600
• Monitor: Dual Odyssey Ark 55'' 1st Gen
• Eye-Tracking: Tobii 5/Racker IR
• Flight Sticks: Left: STECS Throttle System - Max/VPC MongoosT-50CM3 Throttle
Right: Virpril Alpha Prime
• Foot pedal: USB TRIPLE FOOT SWITCH PEDAL
• Game Graphic Setting: Resolution: 3840 x 2160 / Quality: Very High / Max Cloud & Water
Film Grain Off / Motion Blur Off/ CA: 0 / Sharpen: 100 / D11 / DLSS (For now)
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All Comments (21)
  • @aiTheVulture
    Ship stats and HUD signatures include stealth bonus. But cant include enemy radar sensitivity(80% for S1) by obvious reasons. So 4408x0.8 = 3526. CS 5174x0.8 = 4139, 3819 was due angle 74° instead of 90°. Easiest way testing CS emission is with CS locking rockets, it will have problems with locking at rotating targets.
  • @AviatorFox
    Firebird uses s1 radar. So it has a sensitivity of 0.8. These nunbers make perfect sense for the stealth being included in the HUD values, but not cinsidering the sensitivity of the targetting ship
  • @LouSaydus
    8:15, good stuff! Thanks for the hard data gathering, much appreciated!
  • Thank you for all of your research and information, this will be of great use in the university.
  • @outlawjaw1639
    Love this! Please do more with other ships and crossection missiles
  • @Olakeen
    Hello @Cpt_Foxyloxy , SC SPViewer creator here. Why front CS is lower than side and side higher than top ? Only CIG can answer this question. For the detection range, on the website, you can click on the emission numbers to display the calculator. In the default configuration, the calculator displays 4.028 m, which is very close to what you tested in the game. Also, the IR value is very close to the highest CS values, so in any case, CS side, front or top doesn't really matter for this ship.
  • @alexpetrov8871
    Thanks for spviewer, haven't know about it. It shows some additional data comparing to Erkul.
  • @rybuds47
    Your testing is invaluable thank you for taking the time to do real testing. Cheers dude!
  • @alexpetrov8871
    11:01 Good example for people who still say "missiles don't hit", "firebird got nerfed because sale has ended" )) You were able to evade missiles you expected and saw but they still have hit you. When player do not expect attack and out of blue 6 missiles will hit him in 2 sec from unknown direction it is even harder to evade.
  • @mao_miror
    9:19 the IR value: 5131 / 100 * 20 = 1026.2 5131-1026.2=4104.8 what the Blackbird has on the display is almost the 20% bonus that the Firebird has on IR, CS and EM
  • YouTube always deleting my comments. Appreciate the detailed information on the mechanics of this game. You're doing phenomenal work providing us with this.
  • @davewills148
    Luv that paint on the Raven , Auspicious Red i believe?
  • @muhlaka123
    If you take 80% of the 44xx km you get exactly the 35xx km. So yes, the stealth deduction works but is not considered in those figures
  • @drdevice5424
    Ir should be highest from behind because of the exhaust
  • @snowmind
    There are a number of problems with your thinking in this video, mainly emanating by the sloppy CIG implementation of radar physics. Firstly, the radar "re-"work was released back in 3.14 (2021?) and has not changed or updated meaningfully since. It was a simplified implementation to show us objects around us and only much later became part of the "Map and Radar Systems" team, which of course focused on the map part of the work. Secondly, passive radar detection does not illuminate the target, as you've shown in your video (I'm blaming CIG for "gamifying" this), so you shouldn't even be able to see the other ship(s) in your radar, unless it "pings" you (like a submarine does) or the info is forwarded to you by a dedicated radar scanning vessel (see AWACS). CIG is using a gimmicky templated implementation to make it easier to understand where everything else is in a spherical space around you with one size fits all approach (being S/M/L radars). Imagine a wreck or a ship that has been turned off and still shows in your passive radar, without actually giving off any emissions. Not possible, unless you are within visual range and definitely not 5K away! That's what your Active Radar should show you (CIG calls it the PING), which of course is implemented as an illuminator for the sake of simplicity (targets should never fade after you've illuminated them with your radar, and their locations should refresh only after another "ping"). So in other words, no matter the angle you are using, CIG for simplicity's sake approximates the highest value of your emissions (IR/EM and pretends you hull's shape irradiates as CS), which is the approximate detection range you will see when the server is running perfectly and the backend has cycles to spare for the physics calculations to be done accurately enough. I am no expert either, but with 1000's of hours in DCS learning how radar's supposed to work, I gave up a long time ago testing the radar ranges. Also tried to make this comment brief, but it ended up long winded. My apologies in advance.
  • @seandaly3852
    You get all hyper about the saber firebird then CIIG start nerfing things : Gameplay Missile Balance Adjustments Increased missile lock min/max ranges. Reduced missile speeds. Balanced missile fuel tank amounts.