Several types of sensors are implemented in the HighFleet game. What are they needed for? in what situations should they be applied? How to use it correctly? They are all equally effective and necessary. Competent work with them can help in passing, or even save your squadron from destruction. So what are these “Sensory Systems” of yours and what do they eat them with? Let’s figure it out.
It should be noted right away that if one of the sensors triggered (found something / someone), then regardless of what you are doing, what the enemy was doing, who is flying where and what is happening at the moment, the game will helpfully inform you about it and stand up pause giving you the opportunity to think about your next steps.
“New contact on the radar!”
A radar station (or simply Radar ) is capable of providing real-time information about the location of the enemy and targets in the radius / cone of its action, which is significantly larger than the visual range.
Range (in ideal conditions): 750 km
Power: 6 MW
Calculation: 2 people
Can be rotated in the construction set (fastened from the bottom of the ship): ✓ Range (in ideal conditions): 500 km Power: 2 MW Calculation: 4 people Cost: 4.000 You can rotate in the constructor: ✓ Please note that if the squadron / ship is on the ground, then the radius of the radar is reduced by 2 times.
Why do you need a radar?
Firstly, this is the ability to detect the exact location of the enemy and targets before they were close, you have more time for counter-measure / maneuver. Secondly, it can be used to clarify the location of enemy forces for launching a missile / air raid, flank overflight, waterver.
Unmasking your position.
The operation of your radar (its irradiation) can be detected using RTR devices (we will talk about them a little below), the range of which is much higher. Then the enemy will know about your approximate location. In other words, consider that if you fly without turning off the radar, then you simply glow like a Christmas tree: “I’m here! Launch a rocket at me! ”.
1. Radar screen with a grid of direction / sector numerals
2. Radar grid on the Global Map (duplicates the screen)
3. “Drawing” of a contact. The object is located “slightly to the left” of the mark at 150.
4. Radar operating mode switch:
“1” – makes one circular pass and turns off.
“∞” – works constantly.
5. Contact signal. Flashes if the radar detects something / someone.
6. Switch to “Sector scan”. The ability to scan a separate sector without giving out your position to everyone around.
[b7. [/ b] Selects the direction of the sector scan.
eight.Switch to the “Earth surface scanning” mode. (Players claim that it is necessary for finding “Hidden Cities”, but I never found a use for it)
“Competent” use of the radar.
Most of the time I fly with the Radar turned off, so as not to give the enemy information about my location aka once again. reason for rocket fire. It should be used in those places where you are going to get accurate data on the location of the enemy / target in real time and it is advisable to do this in a sector, without revealing yourself to everyone around. The included radar can provide valuable information necessary to protect yourself from a sudden attack by an enemy squadron, to find a target that has disappeared from line of sight (a cargo convoy, for example), to detect a missile flying at you, etc. But if you do not turn it off, then he himself can become the reason why another anti-radar missile has arrived at you. Most effectively I was able to use the radar in conjunction with the IR sensor.
Radar control system.
A radar control system is essentially an analogue of a radar, but with a smaller viewing radius, but (!) With the ability to direct air defense / missile defense missiles in “arcade” mode. It is necessary (!!!) for the operation of the R-9 Sprint missiles
Range (in ideal conditions): 400 km
Power: 2 MW
Calculation: 1 person
Number of missiles for guidance: 2
Can be turned in the constructor: ✓ Range (in ideal conditions): 250 km Power: 1 MW Calculation: 2 human Cost: 1.000 Number of missiles for guidance: 1 Can be rotated in the constructor: ✓
Why do you need a radar control system?
It is not cost-effective to use it as the main radar, since the maximum viewing range is up to 400 km. But without the radar control system, the R-9 Sprint missiles simply won’t work. So, if you have equipped the ship with Sprints and are planning to shoot down enemy missiles and planes that have flown to your squadron, then be sure to put a radar control system on it. Otherwise, all air defense / missile defense missiles become superfluous (and quite expensive) cargo. In other words, alas, it is not always possible to intercept the enemy missile / aircraft on the strategic map, so having the opportunity to shoot at the target with sprints is quite good for yourself. + If you collect yourself a clumsy pepelats hung with armor, then you may want to intercept the R-5 Zenith flying at you, and not tank with armor, although compared to the ability to knock down tactics this is a bit secondary 🙂
Also, when installing, pay attention to the fact that the “Guidance” parameter does NOT affect the number of missiles that you (!) Are able to fire at the target. The quantity is NOT cumulative if several radars are installed. You can only fire 2 missiles at a time.
“Radar signal detected!”
An electronic reconnaissance station is a way to detect enemy Radar (if enabled) at distances up to 1500 km, giving you an approximate direction. Knowing the working distance of your RTR-ki, you can fairly accurately calculate the enemy’s location with the radar on using banal logic (+ information from radio interceptions, where UG-shki report their speed / destination / direction of movement, etc.) …
Range (in ideal conditions): 1500 km
Food: 2 MW
Calculation: 1 person
Can be rotated in the construction set: ✖ Range (in ideal conditions): 1050 km Food: 2 MW Calculation: 2 people Cost: 2.000 Can be rotated in the construction set : ✖ It’s worth noting that enemy Strike Teams almost always fly with their radar on, so it’s easy to spot them. At the same time, the work of your RTR does not unmask it in any way, because in fact it is just a “receiver”.
Why is RTR needed?
The only purpose for which the RTR is needed is to detect the irradiation of enemy radars at a great distance and warn the player about their presence. The fact that all UG-shki use radars is more than enough argument in order to have a scout with RTR in your squadron or group.
1. RTR panel with numeric divisions (duplicates the Radar screen).
2. Signal direction.
One division is 30 °. Accordingly, in this case, the radiation object (enemy radar) can be located in the 60 ° sector if in general. Left and Right from 330.
3. Distance to signal source. Fills in as the signal source approaches.
To calculate the location more accurately, it is enough to know the range of your RTR, after which we apply a little math: we
divide 1500 by 5, we get 300. Conclusion: The enemy is at a distance of 1500 to 1200 km from us.
“Competent” application of RTR.
Just put it on your ship and that’s it 🙂
RTR works passively and does not require any player participation. The main thing is data analysis and some mathematical calculations.
The above is quite enough. But a small “life hack” for calculating a more accurate azimuth to the Radar radiation:
We separate ships with RTR in different directions from each other. After that, we begin to receive data from two directions at once. Draw lines from groups / ships with RTR in the direction of the signal source. Voila! The source is located approximately at the intersection of two lines. This is called “Triangulation”
“New thermal contact!”
An optoelectronic infrared station for detecting thermal radiation (running engine). It is extremely useful when working with a radar station.
Range (in ideal conditions): 300 km
Power: 1 MW
Calculation: 1 person
Can be rotated in the constructor: ✓
Keep in mind that the IR-scale also cuts friendly units in the same way.
Why do you need an IR sensor?
Helps to detect approaching missiles, planes, transport convoys and respond to them in time.
IR sensor interface.
1. IR sensor screen (duplicates the Radar screen).
The stronger (closer) the source, the greater the difference in waves. In this case, the right source is stronger / closer. This means that the jump on the screen will be sharper.
2. Duplicate screen.
Allows you to track the movement / displacement of the heat source relative to our ship. Now the source is flying right at us.
3. Thermal contact signal. Flashes when the sensor has detected heat radiation.
4. Selecting the direction of operation of the Duplicate screen.
“Competent” use of the IR sensor.
By analogy with RTR, it is passive and cannot unmask the player’s ship, but at the same time it is extremely useful if there is a risk of missile attack or air raid. + This is the only way (apart from radio interception) to find out about an approaching transport convoy, since they do not use radars.
Jammer (Jammer / Jammer)
In my subjective opinion, it is an extremely situational thing that carries more minuses than pluses.
Range (in ideal conditions): 4000 km
Power: 1 MW
Calculation: 1 person
Can be rotated in the constructor: Not desirable
If you rotate the jammer vertically, the radius of its action is halved.
Why do I need a Jammer?
The included jammer reduces the guidance cone of a missile with a radar seeker by half (by the way, we will talk about missiles in the next manual) . An example of the effect of a jammer on an X-15 rocket At the same time, if (God forbid) an anti-radar missile flies at you, it will fly exactly into the jammer, since this is the strongest source. In parallel with this, you unmask your position for all enemy groups that have a radar. The enemy will not be able to determine the distance to you, but will be able to find out exactly in which direction to launch. Be prepared for the fact that from 1 to 5 anti-radar missiles will fly to you soon.
High-frequency radio antenna … Everything: D
I still don’t understand what it affects. But, for some reason it is in the game.
Actually, here’s: Cost: 10 Can be rotated in the constructor: ✖ Perhaps it affects the ability of ships to make radio interception … But during the passage, I did not notice such a pattern. Apparently, this is just a decorative element. ZY The developer confirmed the information: at the moment, STA-4 is just decoration. But in the future, there may be a simulation of radio communication.
Correct installation of sensors on your ship.
In general, the game provides you with various models of non-combat ships sharpened for reconnaissance, but due to the fact that sometimes they are unreasonably expensive, I prefer to assemble my own “reconnaissance vessel” roster at a much lower cost and not inferior in efficiency to my application. Or you can convert one of the ships right during the passage.
When assembling, pay attention to the cones on the sides of your sensors.
Depending on how much you blocked the view of your sensor, its effectiveness will decrease (in our case, this is the range). In specifying the range for all sensors, I made a note “in ideal conditions”. Actually, it is possible to call ideal conditions in which nothing and nowhere overlaps the sensor’s cone of view, in each specific situation when a part of the cone turns red, the viewing range will fall. + It must be understood that even if you did not block the cone with the module, but put an empty block and the cone did not turn red, but only faded a little, then you still reduce the efficiency of your sensor.
Place your sensors either as high as possible or as low as possible. Alternatively, you can duplicate them on both sides of the ship. Which by itself will cost you a pretty penny, but you can be sure that the work of the system is nominal.
The number of installed sensors does not affect the viewing range, therefore, it makes no sense to conditionally install more than one radar (ATTENTION: all except jammers, their effect is summed up according to the number of installed pieces).
Each of the presented systems complements the other and, if used correctly, greatly simplifies life.
With information about the distance of your own sensors and using primitive mathematical calculations, you can accurately identify the location of the enemy / targets, as well as threats such as missiles and air strikes.
Use your sensors wisely and don’t neglect intelligence!
Good luck, Tarkhan! And see you in the heavens of Herat! Links to my other guides:
This is it guys!! I am sure that you will love HighFleet Scanners And Sensors Guide that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.
Also, we would like to thank -squirtonite- -. He is the one behind this wonderful guide.