Eyes facts file for the EW campaign mapping. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 KiB
EW campaign facts (Eyes, read-only) - 2026-10-13
Conventions: M = origin/master of GameCult/Aetheria at 6177ded5 (all line numbers below are M unless marked EH). EH = branch origin/eureka/aetheria-release-emissions-heard (head 61e9fe79, NOT on master; its diff vs merge-base touches LockWeapon.cs, Sensor.cs, Entity.cs, Sensing.cs, tests). Paths under Assets/Scripts/ServerShared/. (inferred) marks my inference. "SEARCH" marks a web-search summary, not a primary page read. Wiki.hoodedhorse.com (Nebulous official wiki) returns 403 to fetch; every Nebulous fact below is therefore SEARCH or community guide unless stated.
A. Aetheria Body
A1. Sensing and visibility model as it stands (M)
Signatures and light
SignatureChannelenum: Thermal, Reflection, DrivePlume, LaunchFlash, Emission (append-only, serialized). Sensing.cs:9-16.Signaturestruct = Channel, Strength, Item. Sensing.cs:18-32.- Light sources:
Entity._visibilitySourceskeyed by source object; sole writerEntity.SetSignature(Entity.cs:98-103), which throws for Channel Emission ("active emission, never a light signature"). Writers: Radiator (Thermal, Behaviors/Radiator.cs:121), Reflector (Reflection = CrossSection x Zone.GetLight, Behaviors/Reflector.cs:46), Thruster (DrivePlume, Thruster.cs:128), InstantWeapon/ConstantWeapon (LaunchFlash, InstantWeapon.cs:280, ConstantWeapon.cs:173), Visibility behavior (Visibility.cs:47), hull Thermal radiation (Entity.cs:1818). - The detection track: each
Sensor.Executetick updatesEntity.EntityInfoGathered[entity]per zone entity: passive gainvisibility x sensitivity x curve(angle/pi) x dt / distance, ping gainvisibility x sensitivity x PingBoost x distanceonce at wavefront crossing, both timesobscuration; thennext *= 1 - TargetInfoDecay*dt(Behaviors/Sensor.cs:159-228, Gain at :243-246).entity.Visibilityis the single light number read here (Sensor.cs:200,213,221). - Track membership:
VisibleEntitiesgains an entity when EntityInfoGathered crossesGameplaySettings.TargetDetectionInfoThresholdupward, loses it crossing downward (Entity.cs:313-330). Settings:TargetInfoDecay,TargetDetectionInfoThreshold,TargetArmorInfoThreshold,TargetGearInfoThreshold(Settings.cs:223-227);BearingMemory = 6seconds (Settings.cs:221-222). - A tracked entity is known exactly: nothing perturbs a position.
Contact.Bearingisnormalize(subject.Position - Position)while tracked (Entity.cs:953). FireControl reads truetarget.Position(FireControl.cs:295,409). Aim is gated on membership:Designatedrequiressource.VisibleEntities.Contains(target)(FireControl.cs:296). (This is what ruling ew-owns-ambiguity-and-decoys names "exact track".) PassiveInfo(position, signature): info a target would settle at under this entity's passive sensing = sum(gain_i)/(n * TargetInfoDecay); zero with no active sensor (Entity.cs:438-448).ChunkInforeuses it for mining chunks (Entity.cs:425-430).
Reveals, Contact, Departure
Reveal(item, channel, bearing, Time) held per (subject, item) in observer's_reveals; latest act replaces earlier; "Position is never carried: only the track gives it." Sensing.cs:77-94;RecordRevealEntity.cs:904-910 (bearing = normalize(subject - observer), item-less acts and non-zone subjects refused).Entity.Sense()(Entity.cs:963-1010): for each other ship, each item-bearing light signature withStrength x PassiveInfo(other.Position, 1) > TargetDetectionInfoThresholdrecords a reveal; ends reveals on perceived item destruction (PerceivesDestroyed, gated by TargetGearInfoThreshold, :914-916); handlesDepartures (Sensing.cs:96-111; judged under the same light gate :989-997); prunes departed subjects' memory after BearingMemory (:998-1008).ContactOf(Entity.cs:938-955): Detected = tracked OR freshest reveal younger than BearingMemory; Tracked = membership of VisibleEntities; Classified = detected with any reveal; Identified = info >= TargetGearInfoThreshold; Bearing = true bearing while tracked else freshest reveal's bearing. Contact struct Sensing.cs:113-135.- So positional ambiguity already exists in one narrow form: a reveal-only contact (not tracked) carries a bearing but no range, remembered 6 s (inferred from Entity.cs:951-953 + Sensing.cs:79). The ruling states this is "not EW and stays as ruled".
Paints and lock warning (M)
PaintMode {Search, Track}(Sensing.cs:37-41). A ping crossing an entity in beam callsentity.ReceivePaint(Entity, Item, PaintMode.Search, 0)(Sensor.cs:196-199);LockWeaponcallstarget.ReceivePaint(Entity, Item, PaintMode.Track, Lock)while locking (LockWeapon.cs:~105 in M; EH adds the line after it).ReceivePaintqueues aPaintWarning(bearing, emitter class data, mode, strength)(Entity.cs:892-896);PublishInboxpublishes it next tick and ALSO records an Emission-channel reveal of the emitter's item (Entity.cs:869-881). So a painted ship always learns bearing, emitter class, search vs track (ruling sensor-stat-set item 4).PaintWarningSensing.cs:61-75.- HUD reads the strongest Track warning for the incoming-lock indicator (Gameplay/ActionGameManager.cs:1460-1475); Search paints are not shown there ("presented by contact-hud").
- Allies: a ping returns to faction allies as
PingReturn(subject, illuminated range, illuminated obscuration, MaxRange), used for bistatic credit inside oval Rt x Rr < PingRange^2 (Sensor.cs:201-214; Sensing.cs:43-59); "an ally hears it silently ... no paint, no emission" (Sensor.cs:193-195).
Emissions heard and intercept factor (EH only; M lacks it)
- EH adds
SensorData.InterceptFactor(Key 13) andLockWeaponData.InterceptFactor(Key 34), default 1 (alpha = "ratio of how far this sensor sees to how far others hear it"). - EH:
Sensor.Executewhile sweeping andLockWeapon.Executewhile locking callEntity.Emit(Item, Range / InterceptFactor);EmitappendsActiveEmission(item, hearRange)to_emissions, cleared eachPublishInbox;Sense()reveals an emitter item onSignatureChannel.Emissionwhenplanar <= HearRange * hearing * obscuration, wherehearing = HearingMultiple()= 1 with an active sensor else 0 ("Listener gear extends it"). Bearing only; feeds no track. (Entity.cs, Sensing.csActiveEmissionstruct in EH diff.) No listening gear exists in code yet:HearingMultipleis a constant 1/0 (EH). - Master has no
HearingMultiple,Emit, or listener code (grep of ServerShared at M returned none).
Information consumers
- Hit odds:
PFire = Accuracy x PSensor(resolution, info);PSensor = saturate(unlerp(TargetDetectionInfoThreshold, InfoDemandCeiling, info));InfoDemandCeiling = threshold + (1-threshold)/Resolution(FireControl.cs:317-325, 433-442). So gathered info (EntityInfoGathered) directly scales hit probability: anything that lowers info lowers odds (inferred). - Evasion/tracking:
PDeviation(evasion, Tracking),Evasion(target, lineOfSight),TrackingRate/PMount(FireControl.cs:350-383, 420-427, 492-533).TargetingSystemDatastats Accuracy, Resolution, Precision, Tracking (Behaviors/TargetingSystem.cs:20-43). These use true positions/velocities; no sensor-error term exists (inferred from reads at FireControl.cs:409-425, 513). - Gear identification by info tier:
FireControl.IsRevealed(FireControl.cs:164-183) uses Armor/Gear thresholds; separate from the Reveal book (rulings contact-reads-book-aim-reads-live superseded by reveal-ends-on-perception). - Lock:
LockWeaponlock growthLockSpeed x pow(lerp(angle), DirectionImpact) x pow(EntityInfoGathered[target], SensorImpact); lock falls byDecayotherwise (LockWeapon.cs:~100-110);Designatedrejects a LockWeapon that is not locked (FireControl.cs:297). - Vapour cloud is the one obscuration; see A2.
Missiles and PD on master
- Munition parts exist as data only:
MunitionSeekerData(Sensitivity, BeamWidth, Range; "Passive here: it reads a target and emits nothing"),MunitionControlData(Navigation, Evasion, EvasionFrequency, Lifetime, Cognition - "when to jink against point defense"),MunitionFuelData,MunitionThrusterData(Behaviors/MunitionParts.cs:60-125; registered ItemData.cs:830, Behaviors.cs:189). - No stepped munition record, no seeker execution, no PD behavior in ServerShared at M (grep for Seeker/PointDefen found only the data classes). A missile in flight is the Unity
GuidedProjectilefollowing a Target transform with first-order intercept (Gameplay/Weapons/GuidedProjectile.cs:32-44,135-148); the sim never re-decides it (follow-up cloud-vs-missiles-in-flight). - Branches: origin/eureka/aetheria-release-missile-stats and -pd-gear carry no ServerShared code ahead of master (pd-gear: catalog-only commit "replay pd-gear apply on master's catalog", GameData/Aetheria.cc). The missile-records / reacquisition / PD code is mapped in specs but not built (docs/aetheria-release-map.md lines 30-31 list missile-records, missile-odds as blocked; line 42 autofire-controls/Point Defense scenario).
- Lock warning / alarm consumer: consumable-ai vents at
LockAlarmviaIncomingPaintsTrack strength (follow-up consumable-ai-reads-paints).
A2. Existing mechanisms that degrade or deny information (M)
- Vapour cloud:
VapourCloudzone body (Position, Radius, Opacity, Lifetime, Venter; opacity fades linearly) - VapourClouds.cs:8-32. Adder:Zone.Vent(Zone.cs:296); only remover:StepClouds(Zone.cs:374-382); reader:Zone.Obscuration(a,b)= product of (1-opacity) over clouds whose disc touches segment a-b (Zone.cs:361-370). Owner of venting:VapourDumpbehavior, once per instance, stats Radius/Opacity/Lifetime (Behaviors/VapourDump.cs:32-60). Enters detection only throughSensor.Gain's obscuration factor (Sensor.cs:184,200,213,221,255) and now, in EH, through emission hearing. It scales info, never moves a position. Ruling vapour-cloud-obscuration: "thins every sensor sight line through it by its opacity, both ways; locks fall by the existing threshold rule". - Signature reduction: signatures are consequences of behaviors (thermal radiation from heat, drive plume from throttle, launch flash from firing). A ship hides by not acting/venting heat; lore calls this "heat debt" (A4). No explicit stealth/signature-mask stat exists at M (inferred: grep of Signature writers found only the six listed).
- Beam width:
SensorData.BeamWidthlimits a ping cone (Sensor.cs InBeam; ruling illuminator-beamforming). Ping cooldown/duration (PingCooldown,PingDuration) limit sweep tempo (Sensor.cs:32-39). - Info decay:
TargetInfoDecaydrops info each tick; so a target out of passive reach falls out of VisibleEntities (Sensor.cs:223). - Item destruction ends reveals only for observers with TargetGearInfoThreshold info (Entity.cs:914-916, :979-987).
- No jammer, decoy entity, spoofed bearing, false track, or position noise exists in code (greps for jam/decoy/spoof found nothing in ServerShared; "decoy" appears only in rulings/follow-ups and lore).
A3. Rulings and follow-ups in force (campaign aetheria-release), via eureka-state (queries run with schema epiphany.pipeline.ruling.v2, in_force=true; semantic top_k 10; the visibility and jamming queries returned 6/0..2 hits, the index returned fewer than top_k)
Directly EW
- ew-owns-ambiguity-and-decoys (2026-10-13, Operator): EW is its own campaign mapped with prior art before cuts; positional ambiguity (error, false or spoofed positions or bearings) and decoys are EW; no other cut adds position noise, decoy entities or seeker spoofing; present model (exact track; bearing-only reveals remembered BearingMemory; range only where a channel gives it) is not EW and stays; follow-ups missile-decoys-signature and cloud-vs-missiles-in-flight move to EW.
- missiles-seeker-retarget (2026-10-06): lost/out-of-cone target -> seeker takes the brightest reading above threshold among hostiles to its launch faction in range and cone; operator quote "Makes turning invisible and firing decoys a plausible strategy."
- sensor-stat-set (2026-10-08): (1) every active sensor has power, beam width, intercept factor alpha (brand flavour lives in alpha: Lucent low/loud; Finch, Sol high); (2) passive listening is its own gear, hears emitters at a multiple of their range, bearing only, two listeners fix a position; (3) allies share a track silently, illuminator must keep painting, killing it blinds users of its track; (4) painted target always learns bearing, emitter class, search vs track. Emission is one more signature.
- visibility-per-capability-reveal (2026-10-10): signature channels (thermal, active emission, launch flash, drive plume, reflection); observer learns weapon class on fire, drive on burn, sensor on emit, each with a bearing (range only where the channel gives it); contact levels detected/tracked/classified/identified. Text: "This is the novella's fantasy: force a target to show its capabilities one by one."
- scan-is-an-act (2026-10-11): scanning a ship warns the target and the scanner can be heard.
- lock-warning-strength (2026-10-10): painted ship learns lock strength 0..1.
- illuminator-beamforming (2026-10-07): dedicated illuminator need not reveal allies; ping reveal amount is a sensor stat.
- vapour-cloud-obscuration (2026-10-09): see A2.
- shared-track-bearing-only (2026-10-03): a shared track is a cue, never targeting data; never writes EntityInfoGathered; missile in flight gets a bearing and does terminal guidance on its own seeker.
- missiles-fuel-and-seekers (2026-10-06): missiles have fuel and own seekers; manoeuvring (evading PD, pursuing a dodger) spends fuel; supersedes unstepped pending-shot design.
- missile-cognition (2026-10-06): the piloting skill in a missile's odds is the missile's own cognition.
- lock-and-visibility-rethink (2026-10-10): launcher lock gate does not fit the munitions design; launch is a visible event; loitering munitions seeded while tracks are gathered should be viable.
- contact-reads-book-aim-reads-live (2026-10-11, Defaulted): superseded by reveal-ends-on-perception.
- jink-per-ship (2026-10-07): jink term forgiven per ship; per-gun tracking applies to mount term. Follow-ups in force
- missile-decoys-signature: a seeker re-selects by its settled reading of hostile entities in cone, so a decoy needs a signature that reading can take without being a hostile ship (decoy record/entity with Visibility offered to the seeker scan) plus a rule for PD and HUD ("Nebulous: turrets take decoys first"). Owner Imagination, later missile cut.
- cloud-vs-missiles-in-flight: in-flight missile is a Unity GuidedProjectile; clouds deny locks but do not spoof flying seekers; when missiles become sim records give a seeker its own info on its target through Sensor.Gain so clouds obscure it ("Nebulous: return against jamming"). Locations GuidedProjectile.cs:44,142.
- two-listener-fix: bearings from two listeners (allies via flight picture, or one ship over its own motion) intersect into an estimated position; a cue only, writes no EntityInfoGathered, grants no Designated; needs faction-play-1's shared picture. Location Entity.cs:780-812.
- sensor-stat-set-cut: map and build the sensor-stat-set (power, beam width, alpha, listening gear, silent shared tracks, painted warning, emission as signature); with faction-play-2's re-anchor. (EH cut emissions-heard, cut_report cut-emissions-heard.h1, is the Visibility 4 slice.)
- consumable-ai-reads-paints: vent rule on Track paint strength > LockAlarm.
- bodies-detection: sensors detecting floating items and mines like ships; PD could engage a mine.
- interceptor-launcher: guided round whose subject may be a hostile munition; needs munition-shots and a seeker that can read munitions.
- Note: the visibility-themed rulings are all Operator-authority except contact-reads-book (Defaulted).
Prior in-repo prior art (already written; not re-derived): docs/research/lock-launch-and-graded-visibility-prior-art.md on M. Its sections: LOBL/LOAL and datalink (3a), RWR/launch warning (3b), graded contact information (3c; notes Nebulous wiki 403 there too), parts-built missiles (3d), provoking info out of a contact (4), identifying quiet equipment (6), bistatic credit (7). Gaps it lists: Nebulous track-quality levels, CMO classification, Children of a Dead Earth, Highfleet, Avorion, EVE d-scan. Also second-hand in docs/aetheria-release-map.md via question missiles-seeker-retarget: "Nebulous re-selects every 0.5 s by signal strength with validators; command-guided missile that loses track cruises to last known position; HighFleet blind-fired missile locks the first fleet in its 90-degree cone."
A4. Lore (voidbot search_sources over AetheriaLore; search_history)
Lore is rich in signature/ambiguity warfare; Discord history search returned nothing on EW (top hits irrelevant 2018-2024 aether/EM chatter; no EW discussion found).
Aetheria/Brainstorming/Technology/Drone Signature Warfare Simulation Artifacts.md(chunks 0, 4, 5, 21, 24, 28, 39): "Detection is faster than identification." "Every action has signature cost: thrust, active scan, radiator use, point defense..." "Thermal stealth is heat debt." "Signature shaping is not timeless. Before the Cold Wake metamaterial threshold, actors hide, delay, dump, and throw crude decoys. After it, ships and drones can spend heat to imitate other plausible signatures inside their physical envelope." Signature-shaping section: "not invisibility. It is false classification bounded by heat capacity, emitter bandwidth, aspect, thrust history, radiator geometry, telemetry behavior, and what the observer already thinks should be in the volume." Role table (chunk 21): decoy = "signature masker, reflector/emitter, scripted heat behavior; imitate ship classes, service traffic, junk, or legal telemetry"; interceptor; PDC drone ("force defensive reveals"); illuminator = "spend its own signature to turn ambiguity into a targetable track"; beacon; compliance witness ("make jamming politically expensive"). Metric names includeclassifier_attack_pressure(cognitive load imposed by an adversarially shaped signature; ClassifierAttackStrength, ClassifierRobustness),passive_track_rate,active_scan_exposure,munition_signature; component statsSignatureMasking(false classification strength inside physical emission limits),AbortThreshold(uncertainty, jamming...),GuidanceCognition(maneuvering "under countermeasures"),TerminalDiscrimination. Artifact C trace: defender kills a loiterer with PD ("Defense reveals the thing it protects"); sacrificial illuminator ping; "maneuver distinguishes decoy from value"; "First hit lands if terminal correction beats final spoof."Aetheria/Worldbuilding/Politics/Thermal Signature Warfare.md(chunk 4): forces commit in stages; "each attempt to learn more may change the pattern of emissions under observation"; defenders vary routines, keep assets from heat sources; "deciding when to become identifiable, what that identification will cost, and whether remaining ambiguous is still worth the limits it imposes."Aetheria/Brainstorming/Technology/Thermal Stealth and Signature Warfare.md(chunk 0): battlespace "like a mix of submarine warfare and drone-swarm hunting ... lethally biased toward whoever is spotted first".Aetheria/Worldbuilding/Post-Elysium/Factions/Wavecrafters.md(chunk 4): cultivated components incl. a sensor that preserves a weak signal's identity through noise and a stealth assembly that "can maintain continuity of absence"; failure modes: hold "a false pattern steady".- Novella (
Aetheria/Brainstorming/Stories/Pirate Metagame Novella/...):11 Draft Movement II/Movement II Draft.mdchunk 38 and15 Revision Council/Revised Manuscript Candidate.mdchunk 128: Cold-Wake disguise ("a plausible story"), envelope ("could imitate a courier of similar mass, heat debt, and acceleration history ... Every false signature consumed real heat and closed a later option"), heat ferry detached to resemble a service pod, "I am preserving uncertainty."12 Draft Movement III/Movement III Draft.mdchunk 9: doctrine "Proper Hot" - active sensors from three aspects, "Hull Four exposed all of them", "Track quality? ... Enough to deny routes. Not enough to assign intent."07 Character Causality Replay/Twelvefold Replay.mdchunk 3: crew roles "EW perch", "Cold-emission cell", "Counter-classification", "Mixed-cloud EW", each refusing some deception (false distress, classifier attacks that could spill into medical relays) - EW with ethics/consent limits. Aetheria/Brainstorming/Faction Ship Concept Prompts.mdchunk 19: ship that "unfold[s] emitter planes and dump[s] stored heat after commitment, becoming easier to detect."
B. Prior art
Reading status: web fetch and search tools only; Nebulous wiki, SteamDB and the fandom wiki are not fetchable (403/402). Items marked SEARCH come from search-result summaries.
B5. Games
Nebulous: Fleet Command (Eridanus Industries; most relevant)
- Jamming effect on radar (SEARCH, official wiki page "Electronic Warfare" exists at https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/Electronic_Warfare but unfetchable): jammers affect active radar sensors only; stack with diminishing returns, total capped at about 2.938x the strongest jammer; longest vanilla radar jammer range 10 km (Blanket, Bellbird).
- Track quality and error are stats on each radar (SEARCH of component pages, https://wiki.hoodedhorse.com/NEBULOUS_Fleet_Command/Component:rf101-bullseye-radar, ...:r550-early-warning-radar, ...:rm50-parallax-radar): Bullseye positional error 2 m, TQ15, can lock; R550 Early Warning positional error 150 m, TQ2, cannot lock; Spyglass 60 m, TQ7, cannot lock; Parallax can lock, Min Lock SNR 3, Lock Error Mult 0.15; fields "Jamming LOBs" and "Jamming LOB Accuracy" (Bridgemaster 2 deg, Parallax 0.75 deg: under jamming a radar yields a line of bearing with angular accuracy rather than a position); "Noise Filtering" dB stat. Wiki edit log mentions SNR governing inaccuracy and "radar checks for new target every frame, but only updates every 0.25s".
- Burn-through (SEARCH of wiki/Steam guide text): Burnthrough Sweeps "greatly increase the transmitted power by the radar for a single pulse", giving a one-off track a fire-control radar can lock or missiles fire on; not every radar can; Parallax is the fan-guide pick for overcoming jamming.
- Steam discussion (https://steamcommunity.com/app/887570/discussions/0/3275813923393513315/, read): jamming breaks locks, effectiveness depends on jammer ratio; corvette (low RCS) may lose lock to one jammer, battleship ~three; jammers flood with noise and the true signature can still be picked out; ships that cannot see the enemy cannot be jammed by them; hangup jammers block shared information; counters: spread so one ship is outside the jam cone, stealthy spotters, ELINT to detect jammers early, jam back, kill the jammer (one hit can knock out an EW ship), floodlights raise target RCS to hold lock, adaptive receiver, close range, large antenna and comms filter vs being silenced.
- ELINT rework note (SEARCH of SteamDB patch note 8444861): noise filtering stat gives a dB reduction to ambient and jamming noise; Adaptive Radar Receiver got a noise-filtering buff with a positional and velocity error penalty.
- Missile seekers vs EW (Steam guide https://steamcommunity.com/sharedfiles/filedetails/?id=3271262068, read; community guide, may be dated): CMD (command guided; stopped by comms jamming), ACT/SACT/EACT active radar (fooled by chaff, active decoys, decoy containers; jammed by radar jamming), SAH semi-active (fooled by chaff/actives unless illuminator hits only the ship), ARAD anti-radiation (homes on active radar and jamming; blinded by EMCON; pulled off by active decoys), HOJ (homes only on jamming; fooled by a "killjoy" missile with self-screening jammer), WAKE (follows engine exhaust), EO (dazzlers). Backup seekers take over when the primary is jammed or sees nothing; validators check what the primary sees and tag tracks valid/invalid (SEARCH wiki: a failed validator is always wrong); a jammed primary with no backup wobbles or stages early. Soft-kill: EMCON, chaff or active decoys, comms jammer, engine off, dazzlers.
- Decoys: active decoy matches a large ship's radar signature with one unit, chaff needs several (guides 3271262068 and 2928510633, read; the PD guide says a soft-killed missile gets lower targeting priority, reducing PD load; no statement found that PD shoots decoys first; the in-repo note "turrets take decoys first" is second-hand).
- Display: contact lists/tracks and jam cones are in-game UI (not verified; no primary read). Gap: Nebulous error-ellipse display not confirmed by any source read; the NotSoLoneWolf Radar Calculator is cited by component pages as a community tool (SEARCH).
Starsector (SEARCH, https://starsector.wiki.gg/wiki/ECM, wiki marked possibly outdated): per-side ECM rating, loser's weapon range reduced by the rating difference up to 10%, affects missiles not fighters; sources: hullmod (by hull size), commander skill +1%, sensor jammer objectives +5% each; ECCM hullmod halves own penalty. EW as an aggregate fleet modifier, no positions or tracks.
EVE Online (SEARCH; EVE University wiki https://wiki.eveuniversity.org/EW, /ECCM, /Damp, /Target Painter): four EWAR types - ECM (lose all locks, cannot target anything but the jammer for the 20 s cycle), weapon disruption, sensor dampening (reduces lock range), target painting (raises signature radius). ECM is the only one on a chance roll; chance depends on jam strength vs target sensor strength (ratio clamped to 0..1 per forum post). Counter: ECCM, range, killing the jammer. Information effect is denial of lock and range, never false position.
DCS World (SEARCH of forum threads, e.g. https://forum.dcs.world/topic/382584-fox3-and-ecm-burn-through, https://forum.dcs.world/topic/242525-current-or-planned-state-of-dcs-world-electromagnetic-warfare): noise jamming modelled with a fixed burn-through distance; deception jamming (RGPO etc.) reported not modelled; Fox-3 missiles switch to home-on-jam; chaff reported unmodelled in 2016 (status now unconfirmed); RWR shows lock/launch warnings. Forum statements, not Eagle Dynamics documentation.
Sea Power / Cold Waters (Sea Power dev diary read: https://www.triassicgames.com/2022/01/29/dev-diary-6-torpedoes-and-counter-measures/): noisemakers share the torpedo sonar acoustic model with higher noise and active reflection values than a real target; each torpedo has a tech-level chance to recognise and reject a false target, each countermeasure a tech level that works against it; self-propelled decoys (MG-44) imitate a submarine with noise emitters, preprogrammed movement, active sonar jamming. Cold Waters (SEARCH of Steam threads): noisemakers only temporarily blind a torpedo; timing and placement (drop between you and torpedo); ESM contacts labelled by how first detected (E1; M plus number when several systems detect), ESM gives estimated range.
HighFleet (SEARCH, https://gamepretty.com/highfleet-guide-radios-warfare-and-ewar/ ; EWAR section was truncated, not read): radar emits and return width shows strength; radar can be continuous or one-cycle; 60-degree sector mode for tracking; missile in ballistic flight with sensors off is "completely dumb and vulnerable"; sensor goes active within 100 km of target point or on losing SARH tracking. Jamming/decoy mechanics not obtained.
Star Citizen (design post read, https://api.star-citizen.wiki/comm-links/14926): contact states Undetectable / Uncertain (may be a ghost or at threshold edge) / Unscanned (position known, nothing more) / Scanned; decoy missiles broadcast another ship's signature but cannot fake cross-section; EM flares vs EM-tracking missiles, heat chaff vs IR, data chaff vs lock establishment; signal-intercept disrupts scanners; scan shielding; passive vs active scanning trades info for own signature; radar focus narrows area for power; a debug HUD shows own emissions. (A design note, not shipped behavior.)
Command: Modern Operations, Children of a Dead Earth, Homeworld, Stellaris, Falcon BMS, Avorion: no usable source obtained (searches returned patents and generic results). Gaps.
Error-ellipse / area-of-uncertainty display in any game: not found in any source read.
B6. Real-world EW vocabulary (Wikipedia https://en.wikipedia.org/wiki/Radar_jamming_and_deception read, plus others)
- Noise jamming floods the receiver (spot, sweep, barrage), J/S ratio. Deception jamming sends false or contradictory signals; range gate pull-off drifts a false delayed return so the range gate leaves the target (page names it; defined at https://en.wikipedia.org/wiki/Range_gate_pull-off, SEARCH). Velocity gate pull-off is the Doppler analogue (SEARCH).
- Burn-through range: distance within which the target echo is strong enough to track despite jamming; depends on target RCS, jammer ERP, radar power, required J/S; lower RCS shrinks it.
- DRFM: receives the radar's energy and retransmits altered copies that can shift apparent range (delay), velocity (Doppler), or angle (sidelobe transmission).
- Chaff: reflective strips forming a cloud of false returns; near-zero Doppler makes it distinguishable from a real aircraft. Decoys: manoeuvrable objects with corner reflectors, sacrificial. Towed decoy or jammer keeps realistic Doppler and can lure an anti-radiation missile away (AN/ALE-55 named). Flares simulate IR output (SEARCH).
- Home-on-jam: anti-radiation missiles home on a jammer's emissions; a self-protecting jammer reveals its position; counters: stand-off jamming, decoys, towed jammers.
- LPI radar (https://en.wikipedia.org/wiki/Low-probability-of-intercept_radar, read): designed to avoid detection by passive receivers; echo falls with R^4 (two-way) while a receiver's one-way signal falls with R^2, so the receiver hears the radar before it sees the target echo - the asymmetry behind an "intercept factor" (the page does not use that term); LPI techniques: lowest power for the task, high duty cycle and long integration, wide bandwidth, frequency agility, coded pulses and pulse compression, low sidelobes, irregular scan.
- Passive coherent location (https://en.wikipedia.org/wiki/Passive_radar, read): uses reflections of non-cooperative transmitters; measures bistatic range, bistatic Doppler, direction of arrival; no emission, harder to jam; a single transmitter-receiver pair is much less accurate than conventional radar, multistatic improves it; mostly 2D.
- Track quality, covariance / error ellipse, track fusion: Wikipedia fetches for "Track (radar)" and "Track-to-track correlation" returned 404. No primary source read for these terms. (Standard concept, unsourced here: a tracker's state estimate carries a covariance whose position slice is an error ellipse; fusion combines tracks. Treat as unverified vocabulary until sourced.)
B7. Design writing
- Search surfaced, not read in full: Harpoon V fire-control briefing arguing data delay matters as much as quality (https://www.admiraltytrilogy.com/pdf/Historicon2021_Fire%20Control_In_HarpoonV.pdf, SEARCH); WPI thesis "Trick of the Light" on units with private memories and fog-of-war mechanics (https://digitalcommons.wpi.edu/etd-theses/519, SEARCH); Istrolid dev post on blind counter-choices (via search summary only); Star Citizen design notes (read, B5). No GDC talk or Nebulous developer post on making EW legible was found.
- Nebulous developer-side writing on EW legibility: not located (official wiki 403; Steam changelogs surfaced in search: https://steamcommunity.com/sharedfiles/filedetails/changelog/3219776082 mentions Ball Jammer and Kart jammer power value change, SEARCH).
Gaps for the map (facts, not recommendations)
- No primary read of Nebulous radar/EW mechanics (formulas for SNR, error, burn-through); wiki blocks fetch. Community calculator exists.
- No source read on track quality / covariance display.
- No code at M for missile flight in the sim, seeker execution, or PD; EW seeker spoofing has no host yet.
- Listening gear does not exist as an item; EH's
HearingMultipleis a placeholder 1/0. - Worktree C:\aeth-wt\eyes-ew was created and removed; no other tree touched.