Okay, this is a pretty deep question. So let's talk about the different systems to start with. So radar on ships are the items that allow you to detect entities that are within your radar bounds. And so they become active targets that are on your radar. And so everything is based off the signatures. There's EM, IR, and CS, which is not in great shape right now. I think it needs some work. EM and IR are our primary signatures that we use to detect entities that are within a certain distance from your ship. And then there's a new signature type, which is RS, which is resource. That's what you use to find mineable targets.
So what the radar generally does is that there is a certain radius from your ship at which you can detect certain levels of those signatures. Anything that is around your ship that generates signatures, like ships or people or things like power plants or anything that is tied into our signature system, generates those signatures to a certain level. So say there is a spaceship that is generating 1,000 EM and 500 IR, which would be a pretty tiny one. Because our signatures fall off at a rate of one unit per meter, that means that it generates enough EM to be detectable at 1,000 meters away from it, because the EM level was 1,000. Now, your radar, say it has a radius of 5,000, and it's set to, at that 5,000 level, detect any EM that is at a minimum of one. So 5,000 meters away from your ship, you have this big radius around the ship. If that other ship that was generating 1,000 EM is just under 6,000 meters away from you, because it's generating 1,000 and it falls off at a rate of one per one meter, at 1,000 meters away from it the signatures decay down to one. And since your radar can detect at a minimum of one 5,000 away, at about 5,999 meters you'll be able to detect it, because those two circles overlap. When you get outside that distance is when they fall off the radar. Or if the signatures drop at a point where you can't detect them. And so we need to do some tweaking on the radar to make sure that our distances and our sensitivity levels are more in line with the gameplay we want, which we haven't taken a pass at yet. Once we do that, you'll see some more fine-tuned distances. We should get better also at displaying what those values are to the player, because they're completely invisible right now. So we need to do some UI work on that. That's how radar works. And so when everything's active on radar, that's when you see it on your HUD and as AR markers, and that's when you see it on your radars.
So ping. Ping is a ping item on all ships. They're not too different right now. Again, we need to do a pass on making different flavors of them. But what ping does is it acts as a multiplier to the radar. So if the radar distance is 5,000 and the ping is a strength level of two times, then it can ping out to 10,000 meters away. And it has the exact same minimum detection values for EM, IR, CS, and RS. What that does is, if you do a ping, the same way that we do the radar detection for the minimum signature values, the item or entity is detected by the ping radius but not by the radar radius. So it's farther than you can see in your active radar, but it's within the distance of the ping, so you get these signatures on it. Then we collect all those entities that you get from outside your radar but within the ping bounds, and then we generate blobs with them. So the blobs are collections of entities that give you a vague info as far as what direction they're in. Right now, we do have at least a readout on the blob to tell you the distance of the blob, because it's really hard to tell what the scales of those blobs are. But those blobs are pretty massive and they're pretty far away from you. But they give you a general indication of signatures that you're detecting at a distance that's outside of your radar. We want to do some work on, again, the UI for that, to actually get some more info about exactly what the strength levels of each of those signatures are. That way in the future, when we do a ping, if you're specifically looking for mineable resources, you'll look for those blobs that have a lot of mineable RS signature and you're like, hey, I'm going to go for those guys over there. So that's how the ping works.
And then finally scanning. So scanning is different in that when you go to the scan mode and then you move your cursor over an entity that can be scanned, so far those are spaceships and other vehicles and mineable resources, then holding your scan cursor over the item will give you a readout about what type of entity it is. So for ships, we have the owner, the pilot, faction, the fleet, we have its hit points, cargo that's on it, and that's it for ships. For mineable resources, we'll tell you the levels of the mineable resource that's available for that rock that you're looking at. And we're just about to expand that right now to other celestial entities, which right now are going to be associated with that point. So planets and space stations and the like will give you some info about what you're scanning when you, again, are pointing your ship at that item.
So the question is, what are we going to get as far as the flexibility for the radar, the ping, and the scanning items? So once we kind of solidify these behaviors, we can play around with the sensitivity of the radar. Not only how far it can seek out and put active entities onto your HUD and the radar. And again, we have those four signatures to play with. So we can vary how sensitive they are and also what distances they can search for. Ping the same way. So the ping, again, because it acts as a multiplier of the radar, how much better at influencing your radar they are, how sensitive they are to getting those signatures and sharing those blobs for you. Maybe some of the pings aren't so good at distilling exactly how much signature is in a blob, but maybe others are. So we'll be able to play with those values and give you some different behavior for that. As far as scanning, we haven't really done a lot of stuff on the scanning yet. So that's to be determined. But I imagine some things we can do is simply determine what types of entities you can scan. So far, because we don't have so many, we can't really play with that. But once you start adding the ability to scan a whole bunch of different types of entities in the universe, maybe some are really good at penetrating ship hulls. Maybe some are great at telling you about the population of some kind of colony on the planet. Maybe some, for you pirates out there, are really going to tell you how much cargo and exactly what type of cargo is on a ship and give you that info. It could be some defensive ones, like some scanners can tell you, hey, exactly what type of armament does this guy have that's coming to attack me, and down to how much DPS do they have, just how powerful are they? So there are those things that we can play with. Once we get that gameplay in there, it's as simple as making sure that we just generate each item that can modify those parameters and then give players access to those items.