Munition:wake

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Wake Homing Seeker

Wake Homing Seeker
Type Seeker
Base Cost 0.25 pts
Validator Cost 0.5 pts
Type WAKE
Range 1,500 m
FOV (deg) 120 deg
Validator Reliability 100%
Steerable Yes
Conical Scan No
Maximum Steer Angle 15 deg
Position Targeting Yes
Supports TRPs Yes
Measures Position Direction Only
Measures Velocity No
Validator Memory No
Time-to-go-Impact 2 seconds
Faction
Wake-homing seekers detect the hot gasses emitted by the drive cones of ships, and in turn the direction of increasing strength. This leads the missile directly into the main engines of the target, excellent for disabling mobility. Note that the main drives must be active for this seeker to detect the wake.

Ships that are using their main engines will emit wake particles (listed as trailpoints internally). While the trail visually appears as a continuous line, only one "trackable" particle is emitted every 5 seconds.[1] Each particle is propelled backwards at a constant velocity of 30m/s, and lasts for 45 seconds, resulting in a trail that extends at least 1.35km away from the ship.

Only the main engine will produce wake particles; maneuvering or reverse engines will not produce wake particles and will not be tracked by wake seekers. Missiles and decoy containers also do not emit wake; their trails are purely cosmetic.

WAKE will not see ships with inactive engines, but engines have to be off for 15 seconds before they become fully inactive and cannot be seen by wake.

WAKE is explicitly rear aspect, and will not be able to see the root if the seeker is more than 112.5 deg from the stern. The same applies to the particles, although the angle check is performed against the particle, which maintains its direction at the time it was emitted.

When WAKE seekers see the wake trail or the root, the seeker finds the closest location on the trail and then seeks toward the next particle from that location. If this particle is the most recent particle, the seeker instead seeks toward the ship itself.

Particles that are too far away from each other can become disconnected from the trail, and therefore the WAKE seeker will not consider the line between those particles as part of the trail. This can lead to WAKE ignoring the next particle and tracking particles that are significantly ahead or behind the seeker.

WAKE as a validator will only validate the root, it will not validate the target if it only sees its trail. WAKE val otherwise follows the same rules as the WAKE seeker.

Missiles do not produce a wake signature and cannot be seen by Wake seekers. Craft do produce a root wake signature, and can be seen from the same rear aspect as ships, but do not produce a trail or wake particles.

  1. ↑ The particles are emitted at the same time as the visual effect, but they are otherwise independent of each other; the visual effect should not be completely relied on to display where the actual wake particles are.