![]() ![]() The better you can detect another ship, the more data you will have about the ship and potentially ways to weaken it. ![]() The sensor screen features multiple levels of detection for each ship it can detect in the sector. This suggests the vessel is attempting to avoid attacks and repair its shields quickly. For example, an enemy may suddenly put full power into shields and engineering while removing almost all power from weapons. This provides insight into the priorities of the specific vessel. Players can also see the detected object’s power allocation to each of its four reactor conduits. This window also displays the EM signature of the vessel, as well as its distance from the sensors. This can include hostility, whether or not it has detected you, unique weapons it has equipped, or if it matches an entry in the GX database. ![]() The Scientist can click on any entries on the sensor screen to bring up more information about a specific detected object. Discovering a far away object using an active scan will alert you to its presence, but it will soon become “out of range” and disappear after a while. Initiating an active scan will massively increase the range of your ship’s sensors and will allow you to discover objects from a greater distance. When an object leaves the range of the tactical sensors, it will become “out of range” and disappear from the sensor screen after a short time.Īctive Scans are specific actions that temporarily disable tactical sensors. When objects are within those ranges, they automatically appear under “Detected Objects”. They have specific ranges based on how much power is being allocated to the science system from the reactor screen. A higher EM signature means the ship is easier to find with sensors.Tactical sensors are always passively running. Used to calculate the ship's electromagnetic signature. If heat output is 200% it means the core produces as much heat as twice the current output meaning the core starts to heat up when 25% of total power is used. The standard value is 100%, which means the core generates heat when over 50% of total power is used. Heat output is how much heat is generated per produced MW. Determines when the core starts to heat up and how much energy can be used at once. A higher maximum temperature allows easier heat control for the engineer.ĭetermines how long in seconds that the core is offline for when it overheats while the Core Safety is enabled. Maximum temperature before core overheats. after ejecting a critically unstable reactor) only gives a 20% increase in power, and has no downsides as this applies the overclock bonus to the auxiliary reactor instead. Overclocking without a main reactor (e.g. Coolant usage is highly suggested while Overclocking is in use. When the Overclock option on the reactor screen is selected the reactor gains 70% more potential output, however it comes at the cost of 20% more reactor heat gained and 90% less passive heat loss. The core will recover from overheating by itself when heat is under maximum temperature, restoring core stability. While overheated the core emits radiation, damaging all personnel inside Engineering who are not wearing an Exosuit. Once the reactor stability reaches zero the core must be ejected to prevent the ship from blowing up. ![]() This allows the core to overheat at the cost of reactor stability. This can be prevented if the core safety lever is toggled off. If the temperature reaches the maximum, the reactor automatically shuts down, leaving the ship without power for some time (determined by the emergency cooldown stat) while the reactor cools.
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