EM Sensor
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
EM sensors are player-designed components which are used to detect electromagnetic emissions from other races. Just like thermal sensors and Deep Space Tracking Stations, they are passive sensors, which do not give away your position to enemies.
EM sensors can be of size 0.1 HS up to 50 HS. Sensors of size 1 HS or less are commercial components, and larger sensors are military components. In VB6, all ships have a size-1 sensor of each type installed automatically, making small sensors largely irrelevant, but in C#, there are no equivalent automatic sensors.
In C#, ELINT Modules also function as EM sensors, with sensitivity equal to their listed rating. See that article for details.
Electromagnetic Emissions
[edit]Electromagnetic emissions are created from three sources - active sensors, colonies, and shields.
An active sensor that is turned off emits no EM signal. An active sensor that is turned on emits an EM signal of strength equal to:
Strength = Size * Resolution * Grav Pulse Strength
A colony emits an EM signal whose strength is based on the population of the colony and development level of the colony (formula Unsure - Please Verify). You can see the emissions of your own colonies on the Economics screen (F2), Summary tab, below installations in the middle column.
A shield emits an EM signal of strength equal to:
Strength = Shield strength * 30
Each source is independent - if a fleet has a dozen active sensors that are each emitting a 500-strength signal, that is no easier to detect than a single 500-strength signal would be.
Detection Mechanics
[edit]An EM sensor's sensitivity is based on its size and your technology level.
Sensitivity = Size * EM Sensor Sensitivity tech
The detection range this allows against a signal of any given strength will vary by game version.
In C#:
Range = sqrt(Sensitivity * Signature strength) * 250,000 km
In VB6:
Range = Sensitivity * Signature strength * 1,000 km
See this Steve post for details.
When you detect a signature, you can tell its strength and location, but nothing else. It cannot be used for firing beam weapons. You can use it to set a waypoint and fire missiles, but those missiles will not hit unless they have their own seekers.
Usage
[edit]EM sensors excel at finding active sensors. Spotting your opponents actives can give you valuable information about probable weapon ranges. However active sensors can only be detected if they are turned on, so exclusively relying on EM sensors for passives can lead to a fleet being able to sneak up and only turn on their actives with the first volley.
Populations have relatively large EM signatures, making EM sensors useful for spotting colonies. You can view the passive sensor detection radius of your ships and installations in the System Map's view by adjusting the Sensors tab values.
Statistics
[edit]The cost of a sensor is equal to its sensitivity, multiplied by a factor based on the Electronic Hardening value. In C# the cost is 100% Uridium, and in VB6, it's 75% Uridium and 25% Duranium.
A sensor of size 1 HS or greater has 1 HTK, and a sensor of size smaller than 1 has 0 HTK. The crew need is size*2, rounded normally.
EM Sensor Sensitivity
[edit]| Sensitivity | 5 | 6 | 8 | 11 | 14 | 18 | 24 | 32 | 40 | 50 | 60 | 75 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RP cost | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 120,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Electronic Hardening
[edit]Electronic Hardening is used to resist the effects of High-Powered Microwave weapons. The Electronic Hardening technologies differ between versions.
| Hardening | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Chance of Destruction (%) | 100 | 70 | 50 | 30 | 20 | 10 | 5 |
| RP cost | Free | 2,500 | 5,000 | 10,000 | 20,000 | 40,000 | 80,000 |
| Sensor cost | Free | +15% | +25% | +35% | +50% | +75% | +100% |
| Hardening | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|---|
| Chance of Destruction (%) | 100 | 70 | 50 | 40 | 30 | 25 | 20 | 15 | 10 |
| RP cost | 1,000 | 2,500 | 5,000 | 10,000 | 20,000 | 40,000 | 75,000 | 150,000 | 300,000 |
List of Components
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module