Star Citizen Radar Guide
One of the key aspects of Star Citizen is the use of radar and signatures, which are essential for detecting, identifying, and engaging with other ships and vehicles in the universe.
Radar and signatures are two interrelated concepts that determine how visible and detectable a ship or vehicle is to other players. Radar is the system that scans the surrounding area for any objects that emit or reflect electromagnetic waves, such as ships, vehicles, missiles and torpedoes, or stations. Signatures are the characteristics of those objects that affect how they appear on radar, such as their infrared (IR), electromagnetic (EM), and cross-section (CS) emissions.
In this article, youâll learn about the basics of radar and signatures, how they work, and how to use them effectively in different situations. By understanding how radar and signatures work, youâll be able to optimize your ship or vehicleâs performance, stealth, and combat capabilities.
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Key takeaways
Radar can be used for navigation, surveillance, and combat purposes.
Detection range depends on the highest emission value of the target, the radar constant of the observing ship or vehicle, and the background noise level.
There are three types of emissions that can be detected: infrared (IR), electromagnetic (EM), and cross-section (CS).
IR and EM emissions are affected by the systems and components installed and active on a ship or vehicle, while CS signature is affected by the shape and size of the object.
There are two generations of radar in Star Citizen: 2D and 3D. 2D radar displays radar observations as a planar image, while 3D radar projects them as an interactible holographic image.
How detection range is calculated
The simplified equation for detection range is [highest emission value] Ă [radar constant] = n, where n is distance in meters.1 The value n must then be subtracted from the value of any ambient background noise. This then provides the true range at which a detected object can be observed.2
There are currently four sizes of radars in Star Citizen. They range from Size 0 to Size 3. Size 0 radars have a radar constant of 0.7, Size 1 radars have a constant of 0.8, and Size 2 radars are 0.9. Itâs speculated but unconfirmed that Size 3 radars have a constant of 1.
Size 0 radars tend to be equipped on surface vehicles and some snub fighters, while Size 2 radars tend to be equipped on Medium or larger ships. Most Small ships are equipped with a Size 1 radar. Size 3 radars are only listed as being equipped on the Idris, which is not yet complete.
A radar only takes into account the value of the single highest emission. If a shipâs infrared (IR) signature is 10,000 but itâs electromagnetic (EM) and cross-section (CS) signatures are 9,000, then only the IR signature will be used in the calculation. If the EM signature is higher than the individual signatures for IR and CS, then only the EM signature will be used. If the CS signature is higher than the individual signatures for IR and EM, then only the CS signature will be used.
The radar targetâs pitch angle is a factor in which emission is considered the highest. As the pitch angle of the target changes to present more surface area to the observerâs radar, the CS signature will out-scale other emissions. As less surface area is presented to the observerâs radar, the CS signature will decrease. This is why CS missiles and torpedoes have an easier time keeping a lock on a Sabre when shot at or arcing toward the top or bottom of its silhouette.
Background noise also interferes with detection. Background noise is any other IR, EM, or CS emissions that are in the neighborhood of the target. It may be generated by the environment (sometimes called âpassiveâ noise), or it may be produced by another ship or station. The presence of background noise can reduce the signal-to-noise ratio of the radar system, which can make it more difficult to detect and identify targets.
Searching for and detecting targets with radar is typically referred to as âpaintingâ the target. The term âpaintingâ is used because the radar system is essentially âpaintingâ the target with radio waves in order to detect its presence.
How signatures work
Base EM and IR signatures are most affected by the types of systems that are installed, active, and engaged. While all components add to a ship or vehicleâs base IR and EM signature values, they do so to different degrees. For example, scatterguns tend to add the most IR during use, while rocket launchers add the least. Meanwhile, ballistic guns tend to add the most EM during use.
Systems that are actively engagedâsuch as a shield generator thatâs charging, a gun or thruster thatâs firingâincrease a ship or vehicleâs EM and IR signature. There is a noticeable difference in overall emitted EM and IR signature strength when equipment is turned on versus when itâs turned off, and when that equipment is left uninstalled.
IR, EM, and CS signatures can also be affected by modifiersââbuffsâ or âdebuffsââassigned to the hull. Currently, these are immutable and cannot be changed by players. But IR can be altered by coolers, while EM can be affected by turning systems on or off. It should be noted that EM can be further affected by uninstalling components altogether.
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How signatures are displayed
A ship or vehicleâs IR, EM, and CS signatures are primarily displayed at the top of their HUD. From left to right, IR is denoted by a trio of wavy vertical lines, while CS is indicated by a diamond enclosed by two angle brackets (âchevronsâ), and EM is represented by a lightning bolt.
By default, signature numerical values are not displayed. But number values can be enabled by toggling âEmissions HUD - Display Signature Valuesâ to âYesâ in Game Settings.
In the circumstance where numerical values are shown, each signature displays two values separated by a slash (â / â). The value on the left of the slash is a ship or vehicleâs total emission for that category, taking into account all items and modifiers. The value on the right is the observed ambient background noise level.
EM and IR signatures are also displayed on various MFD screens, such as Self-Status, Heat, and Power MFDs, among others. However, ambient values are not shown. The Target Status screen will also show a targetâs EM and IR signature values, but not its CS signature value.
Star Citizenâs two types of radar displays
First-generation radar
First generation radar, sometimes called 2D radar or planar radar, presents radar observations very simplistically. Radar observations are displayed as a planar image on a flat screen. The screen is divided into six sections: an inner circle, four radiating quadrants, and an outer ring. The inner circle displays radar observations directly ahead of the painting ship or vehicle (the âpainterâ). The radiating quadrantsâwhich are divided into top, bottom, left, and rightâshows radar observations above, below, port, and starboard of the painter. The outer ring indicates radar observations that are behind the painter.
Ships and vehicles are shown as circular pips, while missiles and torpedoes are shown as crosses. White pips represent neutral radar observations, while blue pips are friendlies (such as players in your party), and red pips are hostile.
Second-generation radar
Second generation radar, sometimes called 3D radar or holographic radar, presents much more complex information. Radar observations are projected as a holographic three-dimensional image. The projection contains multiple rings, with each ring signifying a specific radial distance from the painter.
Ships and vehicles are shown as triangular pips. When a radar observation is above the painter, the triangular pip will point downwards and have a line extending downward from it. When a radar observation is below, the triangular pip will point upwards with a line extending upward from it. Greenish-blue pips represent non-hostile radar observations, while red pips are hostile.
Missiles and torpedoes are shown as red crosses, with a line extending either above or below them to indicate whether a warhead is below or above the painter.
When all of the information from a 3D radar is taken into consideration, it can be used to determine the range, relative speed, and trajectory of a painted object without establishing a radar lock. This is useful for passive surveillance if one doesnât wish to alert a detected ship or vehicle to the painterâs presence or interest.
Unlike 2D radar display, radar operators can interact with the 3D hologram. The displays of second-generation radars can be rotated latitudinally (up/down), as well as âzoomed inâ and back out again. Itâs even possible to see and target an object on the heads-up display (HUD) while the radar is zoomed too far in to see a corresponding echo on its display.
Common HUD elements
When a player has a radar lock, their HUD will display information related to their targetâs distance and relative velocity regardless of radar size or whether a ship or vehicle is using a first- or second-generation radar. Distance is shown in both meters and kilometers, while relative velocity is shown in meters per second.
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Summary
Now you should have a good understanding of how radar works in Star Citizen, and how it affects the detection and identification of ships, vehicles, and other objects. Youâve also learned about the differences between first-generation and second-generation radar systems, and how they display radar observations. By diving deep into how signatures, background noise, and pitch angle influence radar performance, players can optimize their reconnaissance, surveillance, stealth, and combat strategies in the game. Radar is a vital tool for navigation, exploration, and combat in Star Citizen, and mastering its use can give you and your org an edge in this vast and dynamic universe.
OiewçĺéŞç´é. âHow do radar work?(Radar guide\Stealth range estimate)[reupload] - Star Citizen3.21.1#starcitizenâ, YouTube, 26 Dec 2023, https://www.youtube.com/watch?v=YnFOxiQhbUw
Abent, Mark (@mabent_cig). âWhat do numbers in Emissions HUD Signature Values on the right of slash mean?â, Roberts Space Industries, 12 Dec 2021, https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/what-do-the-numbers-on-right-of-hud-ir-cs-em-value/4685582