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{{bothversions}} [[File:VLT Tracks Rosetta's Comet.jpg|thumb|330px|Whatever it is, it's hot, hot, hot.<br>Image: ESA]] A Thermal Sensor is a [[Passive sensors|passive sensor]] [[component]] that allows detection of ships, missiles and colonies without emitting radiation itself. ==Overview== Thermal sensors work by detecting and tracking objects which give off thermal signature, such as [[engine]]s on enemy ships and missiles, or the population on colonies. A Thermal Sensor is a passive sensor, which means that it gives you situational awareness without giving away your position. However, its contacts cannot be used by the Fire Control for targeting - you need an [[active sensor]] contact for that. The range at which a contact can be detected is given by: [[CSharp|C#]] range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km [[VB6]] range = Passive Sensor Strength * Target Signature Strength * 1000 km Passive Sensor Strength = Size * Thermal Sensitivity tech Larger sensors are more useful in both versions of the game, but smaller sensors are much more powerful in C#, and larger ones are much more powerful in VB6. Like all electronic systems, thermal sensors are vulnerable to [[High-Powered Microwave]] attack. ==Usage== Thermal sensors are used to detect enemy targets. Thermal signatures tend to be weaker than EM signatures, meaning that their effective detection range is shorter than [[EM Sensor]]s. However, virtually everything has a thermal signature, unlike EM signatures (which can easily be avoided), so the all-round ability to detect almost anything sentient makes thermal sensors an excellent addition to survey and scout vessels. In [[CSharp|C#]], thermal sensors of size 1 [[HS]] or less are [[commercial components]], while any that are larger than 1 HS are military components. Ships have no innate sensors, so they can only detect thermal signatures if they mount a dedicated thermal sensor. In [[VB6]], all thermal sensors are military components. To allow commercial vessels some basic vision, every ship has a default thermal rating of 1, which can be increased by the addition of a dedicated thermal sensor. ==Statistics== 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. ===Thermal Sensor Sensitivity=== {| border="1" class="wikitable" style="text-align: center;" |+ Base Sensitivity ! 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=== Electronic Hardening is used to resist the effects of [[High-Powered Microwave]] weapons. The Electronic Hardening technologies differ between versions. {| border="1" class="wikitable" style="text-align: center;" |+ Electronic Hardening (C#) ! 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% |} {| border="1" class="wikitable" style="text-align: center;" |+ Electronic Hardening (VB6) ! 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 |} {{Components}} [[Category:Components]]
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