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Mk1 Eyeball

Posted: Mon May 04, 2015 3:54 am
by FoxZz
If I understood correctly, the Mk1 Eyeball sensor is the human eye. But then, why does it have such a long range ? 50 nm seems huge for the human eye. It seems that human eye can't see beyond 48km, 48 being the maximum in perfect conditions.

48km is about 22 Nm, so why ingame it has 50 km range ?

RE: Mk1 Eyeball

Posted: Mon May 04, 2015 7:21 am
by Tomcat84
Cause under the right conditions you can easily see planes' contrails from over 40nm away. Trust me.

I don't know where your 48km number is coming from, but I have confirmed seeing things farther away than that myself (see above example).

RE: Mk1 Eyeball

Posted: Mon May 04, 2015 1:12 pm
by thewood1
I wold assume the eyeball sensor also includes basic magnification tools like binoculars and telescopes.

RE: Mk1 Eyeball

Posted: Mon May 04, 2015 8:55 pm
by FoxZz
Indeed, after further researchs Indeed, the human eye can see very far.
The thing that suprised me ingame is that some optic sensors have a smaller range than the Mk1 eyeball, while they're much more powerfull.

RE: Mk1 Eyeball

Posted: Tue May 05, 2015 12:33 am
by TonyAAA
Depends on the size of what you're looking at.

Astronauts can see large runways from the ISS which orbits at around 400KM high.

And well, the sun is 93 million miles away and we have no trouble seeing it with the naked eye, let alone other stars..



RE: Mk1 Eyeball

Posted: Tue May 12, 2015 7:37 am
by jamus34
It also helps that the human eye (and I think all eyes really) are trained on an instinctual basis to detect motion. I wouldn't be surprised if the military tried to train dogs in WWII era to help detect airstrikes die to their hearing.

RE: Mk1 Eyeball

Posted: Tue May 12, 2015 10:50 pm
by tjhkkr
I have been looking to add the eyeball to a number of platforms... is there a sensor id/database Id for it?

RE: Mk1 Eyeball

Posted: Wed May 13, 2015 2:22 am
by Dimitris
ORIGINAL: tjhkkr
I have been looking to add the eyeball to a number of platforms... is there a sensor id/database Id for it?

No, it's a sensor created and added ad-hoc to manned units as they are instantiated.

RE: Mk1 Eyeball

Posted: Tue May 26, 2015 5:26 pm
by tjhkkr
Thank you![:)]

RE: Mk1 Eyeball

Posted: Mon Jun 29, 2015 9:56 pm
by charlee22009
Can we get an updated version... Maybe MK II Eyeball?

RE: Mk1 Eyeball

Posted: Mon Jun 29, 2015 10:59 pm
by thewood1
Maybe eyes open wide.

RE: Mk1 Eyeball

Posted: Tue Jun 30, 2015 1:40 am
by MR_BURNS2
ORIGINAL: charlee22009

Can we get an updated version... Maybe MK II Eyeball?


Patience charlee, patience...it's too early, we are not ready yet.

Image

RE: Mk1 Eyeball

Posted: Tue Jun 30, 2015 7:24 am
by Gunner98
ORIGINAL: thewood1

Maybe eyes open wide.

Or - 'Eyes wide shut!' [:D]

RE: Mk1 Eyeball

Posted: Tue Jun 30, 2015 10:47 am
by p1t1o
ORIGINAL: FoxZz
The thing that suprised me ingame is that some optic sensors have a smaller range than the Mk1 eyeball, while they're much more powerfull.

I think this is justified by the field-of-view. Ie: though you maybe looking through a 20x infra-red scope, you are only scanning a very small area at a time. Good detection closer in, but searching the area (for example) between 20nm and 50nm for a single tank might be very hard/take an unreasonably long time.

Note that in-sim, spotting a tank between 20nm and 50nm with Mk.I Eyeball will also hardly ever happen. I think the 50nm range is to allow it to detect very large things that are far away, like contrails as previously suggested.

So whilst the numbers do not tally exactly with reality, their performance is realistic in-sim.

At least thats how I understand it [:)]