The Definitive Star Citizen Radar Guide (2024)

One of the key aspects of Star Citizen is the use of radar and signatures, which are essential for detecting, identifying, and engaging with other ships and vehicles in the universe.

Radar and signatures are two interrelated concepts that determine how visible and detectable a ship or vehicle is to other players. Radar is the system that scans the surrounding area for any objects that emit or reflect electromagnetic waves, such as ships, vehicles, missiles and torpedoes, or stations. Signatures are the characteristics of those objects that affect how they appear on radar, such as their infrared (IR), electromagnetic (EM), and cross-section (CS) emissions.

In this article, you’ll learn about the basics of radar and signatures, how they work, and how to use them effectively in different situations. By understanding how radar and signatures work, you’ll be able to optimize your ship or vehicle’s performance, stealth, and combat capabilities.

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  • Radar can be used for navigation, surveillance, and combat purposes.

  • Detection range depends on the highest emission value of the target, the radar constant of the observing ship or vehicle, and the background noise level.

  • There are three types of emissions that can be detected: infrared (IR), electromagnetic (EM), and cross-section (CS).

  • IR and EM emissions are affected by the systems and components installed and active on a ship or vehicle, while CS signature is affected by the shape and size of the object.

  • There are two generations of radar in Star Citizen: 2D and 3D. 2D radar displays radar observations as a planar image, while 3D radar projects them as an interactible holographic image.

The simplified equation for detection range is ( [highest emission value] - [ambient noise] ) × [radar constant] = n, where n is distance in meters.1 The ambient background noise must be subtracted from a ship or vehicle’s emission value before the radar constant is applied to find n. This then provides the true range at which a detected object can be observed.2

There are currently four sizes of radars in Star Citizen. They range from Size 0 to Size 3. Size 0 radars have a radar constant of 0.7, Size 1 radars have a constant of 0.8, and Size 2 radars are 0.9. It’s speculated but unconfirmed that Size 3 radars have a constant of 1.

Size 0 radars tend to be equipped on surface vehicles and some snub fighters, while Size 2 radars tend to be equipped on Medium or larger ships. Most Small ships are equipped with a Size 1 radar. Size 3 radars are only listed as being equipped on the Idris, which is not yet complete.

A radar only takes into account the value of the single highest emission. If a ship’s infrared (IR) signature is 10,000 but it’s electromagnetic (EM) and cross-section (CS) signatures are 9,000, then only the IR signature will be used in the calculation. If the EM signature is higher than the individual signatures for IR and CS, then only the EM signature will be used. If the CS signature is higher than the individual signatures for IR and EM, then only the CS signature will be used.

The radar target’s pitch angle is a factor in which emission is considered the highest. As the pitch angle of the target changes to present more surface area to the observer’s radar, the CS signature will out-scale other emissions. As less surface area is presented to the observer’s radar, the CS signature will decrease. This is why CS missiles and torpedoes have an easier time keeping a lock on a Sabre when shot at or arcing toward the top or bottom of its silhouette.

Background noise also interferes with detection. Background noise is any other IR, EM, or CS emissions that are in the neighborhood of the target. It may be generated by the environment (sometimes called “passive” noise), or it may be produced by another ship or station. The presence of background noise can reduce the signal-to-noise ratio of the radar system, which can make it more difficult to detect and identify targets.

Searching for and detecting targets with radar is typically referred to as “painting” the target. The term “painting” is used because the radar system is essentially “painting” the target with radio waves in order to detect its presence.

Base EM and IR signatures are most affected by the types of systems that are installed, active, and engaged. While all components add to a ship or vehicle’s base IR and EM signature values, they do so to different degrees. For example, scatterguns tend to add the most IR during use, while rocket launchers add the least. Meanwhile, ballistic guns tend to add the most EM during use.

Systems that are actively engaged—such as a shield generator that’s charging, a gun or thruster that’s firing—increase a ship or vehicle’s EM and IR signature. There is a noticeable difference in overall emitted EM and IR signature strength when equipment is turned on versus when it’s turned off, and when that equipment is left uninstalled.

IR, EM, and CS signatures can also be affected by modifiers—“buffs” or “debuffs”—assigned to the hull. Currently, these are immutable and cannot be changed by players. But IR can be altered by coolers, while EM can be affected by turning systems on or off. It should be noted that EM can be further affected by uninstalling components altogether.

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A ship or vehicle’s IR, EM, and CS signatures are primarily displayed at the top of their HUD. From left to right, IR is denoted by a trio of wavy vertical lines, while CS is indicated by a diamond enclosed by two angle brackets (“chevrons”), and EM is represented by a lightning bolt.

By default, signature numerical values are not displayed. But number values can be enabled by toggling “Emissions HUD - Display Signature Values” to “Yes” in Game Settings.

In the circ*mstance where numerical values are shown, each signature displays two values separated by a slash (“ / ”). The value on the left of the slash is a ship or vehicle’s total emission for that category, taking into account all items and modifiers. The value on the right is the observed ambient background noise level.

EM and IR signatures are also displayed on various MFD screens, such as Self-Status, Heat, and Power MFDs, among others. However, ambient values are not shown. The Target Status screen will also show a target’s EM and IR signature values, but not its CS signature value.

First-generation radar

First generation radar, sometimes called 2D radar or planar radar, presents radar observations very simplistically. Radar observations are displayed as a planar image on a flat screen. The screen is divided into six sections: an inner circle, four radiating quadrants, and an outer ring. The inner circle displays radar observations directly ahead of the painting ship or vehicle (the “painter”). The radiating quadrants—which are divided into top, bottom, left, and right—shows radar observations above, below, port, and starboard of the painter. The outer ring indicates radar observations that are behind the painter.

Ships and vehicles are shown as circular pips, while missiles and torpedoes are shown as crosses. White pips represent neutral radar observations, while blue pips are friendlies (such as players in your party), and red pips are hostile.

Second-generation radar

Second generation radar, sometimes called 3D radar or holographic radar, presents much more complex information. Radar observations are projected as a holographic three-dimensional image. The projection contains multiple rings, with each ring signifying a specific radial distance from the painter.

Ships and vehicles are shown as triangular pips. When a radar observation is above the painter, the triangular pip will point downwards and have a line extending downward from it. When a radar observation is below, the triangular pip will point upwards with a line extending upward from it. Greenish-blue pips represent non-hostile radar observations, while red pips are hostile.

Missiles and torpedoes are shown as red crosses, with a line extending either above or below them to indicate whether a warhead is below or above the painter.

When all of the information from a 3D radar is taken into consideration, it can be used to determine the range, relative speed, and trajectory of a painted object without establishing a radar lock. This is useful for passive surveillance if one doesn’t wish to alert a detected ship or vehicle to the painter’s presence or interest.

Unlike 2D radar display, radar operators can interact with the 3D hologram. The displays of second-generation radars can be rotated latitudinally (up/down), as well as “zoomed in” and back out again. It’s even possible to see and target an object on the heads-up display (HUD) while the radar is zoomed too far in to see a corresponding echo on its display.

Common HUD elements

When a player has a radar lock, their HUD will display information related to their target’s distance and relative velocity regardless of radar size or whether a ship or vehicle is using a first- or second-generation radar. Distance is shown in both meters and kilometers, while relative velocity is shown in meters per second.

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Now you should have a good understanding of how radar works in Star Citizen, and how it affects the detection and identification of ships, vehicles, and other objects. You’ve also learned about the differences between first-generation and second-generation radar systems, and how they display radar observations. By diving deep into how signatures, background noise, and pitch angle influence radar performance, players can optimize their reconnaissance, surveillance, stealth, and combat strategies in the game. Radar is a vital tool for navigation, exploration, and combat in Star Citizen, and mastering its use can give you and your org an edge in this vast and dynamic universe.

1

Oiew的冒險紀錄. “How do radar work?(Radar guide\Stealth range estimate)[reupload] - Star Citizen3.21.1#starcitizen”, YouTube, 26 Dec 2023, https://www.youtube.com/watch?v=YnFOxiQhbUw

2

Abent, Mark (@mabent_cig). “What do numbers in Emissions HUD Signature Values on the right of slash mean?”, Roberts Space Industries, 12 Dec 2021, https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/what-do-the-numbers-on-right-of-hud-ir-cs-em-value/4685582

The Definitive Star Citizen Radar Guide (2024)

FAQs

How does radar work in Star Citizen? ›

Radar and signatures are two interrelated concepts that determine how visible and detectable a ship or vehicle is to other players. Radar is the system that scans the surrounding area for any objects that emit or reflect electromagnetic waves, such as ships, vehicles, missiles and torpedoes, or stations.

How to quantum jump in 3.23 Star Citizen? ›

Your quantum drive will automatically be spooled once you are in NAV mode. To initiate a jump align yourself with your jump target and long press the left mouse button (LMB).

What is EM and IR in Star Citizen? ›

From the Star Citizen Wiki, the fidelity™ encyclopedia. Ship emissions are the combination of electromagnetic (EM), infrared (IR) and cross section (CS) profiles of a given ship. Aegis Eclipse profile. Infrared Signature – Powered components on a ship generate heat.

How does radar navigation work? ›

As the name implies, radars use radio waves to determine the distance and velocity of the targets they hit. A radar system usually consists of a transmitter to send out radio signals and a receiver to catch any reflected energy from targets.

Does stealth do anything in Star Citizen? ›

In the context of Star Citizen's ship and vehicle gameplay, stealth is the ability of a ship or vehicle to remain undetected while accomplishing its mission. All ships and vehicles in Star Citizen can achieve varying degrees of stealth with the right loadout and proactive management of their systems.

How to scan for enemies in Star Citizen? ›

Hit V for scanning mode and hold down the left mouse button to start scanning. This will reveal the number of containers and any enemy pirates on board!

What is the range of the scanner in Star Citizen? ›

There's no reason at all you should ever have one sneak up on you, they're detectable out to nearly 50km. Simply ping with your scanner (tab by default) and it'll show up all targets that are detectable. Anything that's past 11km you can safely assume is an inbound ship.

What does Eva mean in Star Citizen? ›

EMU = Extravehicular Mobility Unit. E.S.P. = Enhanced Stick Precision. EVA = Extravehicular Activity.

What does ESP stand for in Star Citizen? ›

Enhanced Stick Precision, also known as ESP, dulls the sensitivity curves of the player imput on the fly when the crosshair is near the target in order to minimize overshooting and help stay on target. It is similar to aim assist and is primarily intended for joystick users.

How does radar work on ships? ›

They are electronic navigation instruments that use a rotating antenna to sweep a narrow beam of microwaves around the water surface surrounding the ship to the horizon, detecting targets by microwaves reflected from them, generating a picture of the ship's surroundings on a display screen.

How does a radar tracker work? ›

In simple terms, a radar detector acts as a radio receiver, and picks up specific radar device frequencies. Since police radar guns cast a wide radio wave net while tracking a single target, other motorists with radio detectors in their cars can detect radar radio waves before they come within range of the police car.

How does police moving radar work? ›

They emit radio waves that bounce back from moving vehicles. When a car approaches, the frequency of the reflected wave increases, allowing the device to calculate the vehicle's speed. This process is quick and enables law enforcement to assess multiple vehicles simultaneously.

How does radar evasion work? ›

The main principles behind stealth technology in aircraft involve shaping the aircraft to deflect radar signals away from the radar source and using materials that absorb radar signals. This combination reduces the aircraft's radar cross-section, making it less detectable.

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