Author Topic: Sensor Jamming  (Read 2474 times)

Offline Villain

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Sensor Jamming
« on: June 10, 2010, 01:13:40 PM »
This is more of a question, really... How viable is the idea of sensor jamming around a ship? Say someone gets within 50km of you, you hit some button on Miguels menu, and they're forced to retreat to torpedo-only distance...? Perhaps counterable by pouring enough power into your sensors to 125% or.. I dunno. It's just an idea I had, wanted to know if it were even possible. :D


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Offline JimmyB76

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Re: Sensor Jamming
« Reply #1 on: June 10, 2010, 02:39:39 PM »
you may want to bring this idea up over at BCS forums...

Offline KrrKs

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Re: Sensor Jamming
« Reply #2 on: June 11, 2010, 10:43:13 AM »
I once rewrote a scipt to do a similar thing ( I think it was one of my first scripting trials). It just disabled the enemy Sensors for some period of time, however, it seemed it didn't affect ships equipped with a torpedo system. They stilled fired with all weapons available. Maybe i just messed something up within the script, but I remember having heard something else about KI and Sensors usage (or that was about dual Sensor Systems  :idk:) .

Offline Nebula

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Re: Sensor Jamming
« Reply #3 on: June 11, 2010, 10:50:58 AM »
umm torps could always be fired without sensors....

There is an option in the HP called "dumb-fire capable"  and if selected the torps can fire no matter the condition of the sensors.
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Offline KrrKs

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Re: Sensor Jamming
« Reply #4 on: June 11, 2010, 11:01:44 AM »
umm torps could always be fired without sensors....
Yeah, but they shouldn't be tracking without a sensor lock on.

Offline tiqhud

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Re: Sensor Jamming
« Reply #5 on: June 11, 2010, 11:04:17 AM »
fouled sensors might prove intresting
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Offline Lionus

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Re: Sensor Jamming
« Reply #6 on: June 13, 2010, 08:53:14 AM »
indeed. and if this effect would be applied to nebulas ( Mutara, hint hint ;) ), it would create some interesting gaming situations.. :dance
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Offline X_TheUnknown_X

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Re: Sensor Jamming
« Reply #7 on: June 14, 2010, 11:34:31 AM »
indeed. and if this effect would be applied to nebulas ( Mutara, hint hint ;) ), it would create some interesting gaming situations.. :dance

I believe that the sensor jamming effect is already applied to nebulae in BC. My very first addition to BCFiles was the Nebula-Generating Weapon, and I seem to remember that when you create a nebula, there's a property which sets by how much the sensor range of a ship passing through it is reduced. Also, the wide-view map (the 'm' key) is rendered inoperable while near or inside a nebula.
Quote from: Vesuvi4 script
   # MetaNebula_Create params are:
   # r, g, b : (floats [0.0 , 1.0])
   # visibility distance inside the nebula (float in world units)
   # sensor density of nebula(value to scale sensor range by)   
  # name of internal texture (needs alpha)
   # name of external texture (no need for alpha)
   pNebula = App.MetaNebula_Create(155.0 / 255.0, 90.0 / 255.0, 185.0 / 255.0, 145.0, 10.5, "data/Backgrounds/nebulaoverlay.tga", "data/Backgrounds/nebulaexternal.tga")

On the original topic, I can see two ways of going about creating a sensor jammer: The first would be to create a script which would disable or destory the Sensors subsystem of any ships in a certain range - and somehow restore the system once the jammer effect ends. Or second, find a way of isolating the sensor blinding effects of the nebula and apply it to the jamming ship through a subsystem property (like Slipstream Drive, in a way). :idk: