Ore Detector range doubled when using 2 detectors

Deon Beauchamp shared this feedback 22 hours ago
Not Enough Votes

Using a similar idea to array telescopes, should using two ore detectors spaced far enough apart on the same grid double the detection range?

Replies (3)

photo
1

May be combo effects should be a thing generally in SE2.

photo
1

A bit of extra range is appreciated, but larger detection-zones tend to take the game significantly longer to process, the increase in area will need an upper limit to avoid lagging things.

photo
1

If we accept the idea that a detector searches a space -- that is, a volume -- then the dimension of the searched space should increase with the third root of the number of detectors.

Similarly, the range of the detectors should increase with the scan time -- with the third square root of the time, to simulate an invariant, constant rate of scanning a unit volume per unit time.

By this I mean scanning a static environment.


Detecting moving targets is a little different. It requires repeated scanning of the space - in military practice this is called "information recovery time".

But again, we could use rules about a constant scan rate per unit volume of space. And this can be applied to both "omnidirectional" scanning and sector-specific scanning. This creates a situation similar to modern air defense radars - there are "surveillance radars" of large design dimensions with information refresh times of a few seconds, and there are smaller "fire control radars" with information refresh times in the hundreds or even thousandths of a second. Fire control radars often have very narrow surveillance sectors.

Leave a Comment
 
Attach a file