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Part 10
Homeworld: Deserts of Kharak

Part 10

Learn about the Cloak Field Generator (available from mission 13) and Proximity Sensors in Homeworld: Deserts of Kharak. Includes costs, stats, and usage.

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Learn about the Cloak Field Generator (available from mission 13) and Proximity Sensors in Homeworld: Deserts of Kharak. Includes costs, stats, and usage.

Walkthrough
  1. 1
    Deploy the Cloak Field Generator to create a 2.5km radius cloak.
  2. 2
    Ships within the field are cloaked, though the field is weak at the fringes and can be detected by proximity detectors.
  3. 3
    Ships briefly decloak when firing.
  4. 4
    Up to 25 ships can fit into the field, with capital ships requiring specific formations.
  5. 5
    To maintain a continuous cloak, use three generators in rotation: one cloaks while another recharges.
  6. 6
    A generator needs to recharge more than 50% (301 seconds) before it can be reactivated.
Tips
  • Using three Cloak Field Generators in succession ensures a constant cloak, as their recharge time (590-600 seconds) is slightly longer than the usage time (290-300 seconds).
  • Ships will decloak briefly when firing.
  • The computer can fit any ships into the field, but carriers or mobile construction vehicles (MS) cannot be cloaked.
  • The Cloak Field Generator has a RU Cost of 500, Mass of 22000 tons, and Armour of 6000. It has no firepower and low manoeuvrability, with a Max Velocity of 325 m/s.
Walkthrough
  1. 1
    Deploy the Proximity Sensor to detect cloaked ships.
  2. 2
    Use Proximity Sensors as a fast bait for single-player (SP) missions and as a necessity in multiplayer (MP).
  3. 3
    Capture Proximity Sensors at the Karos Graveyard.
Tips
  • Proximity Sensors replace scouts due to their lack of need for fuel.
  • The Proximity Sensor has a RU Cost of 50, Mass of 40 tons, and Armour of 800. It has no firepower, no special action, and very low manoeuvrability, with a Max Velocity of 1000 m/s.
Walkthrough
  1. 1
    Deploy the Sensors Array to gain 100% map coverage.
  2. 2
    Observe enemy movements indicated by blue circles on the minimap (a heads-up display element showing the surrounding area).
Tips
  • The Sensors Array cannot detect cloaked ships.
  • It does not provide visual inspection, so slow-moving dots could be capital ships or a deceptive player.
  • The Sensors Array has a RU Cost of 800, Mass of 2900 tons, and Armour of 6000. It has no firepower and low manoeuvrability, with a Max Velocity of 280 m/s. It takes 80 seconds to build.
Walkthrough
  1. 1
    Build up to six Research Ships to increase aggregate armour.
  2. 2
    To research an item with multiple labs, hold CTRL, select the required/available labs, then click the research project and button.
Tips
  • The Taiidan Research Ship may have docking bugs.
  • Research Ships cannot be retired due to a potential bug, but they can be used as suicide scuttle ships after research is complete.
  • Scuttling individual Research Ships might cause the remaining ones to re-dock. To scuttle all, manually scuttle each one.
  • The Research Ship has a RU Cost of 700, Mass of 11000 tons, and Armour of 4500. It has no firepower and low manoeuvrability, with a Max Velocity of 280 m/s. It takes 60 seconds to build.
Walkthrough
  1. 1
    Utilize the MotherShip (MS) for ship capture and production.
  2. 2
    The Taiidan MS is faster at capturing ships and building capital ships, which emerge from the bottom.
  3. 3
    The Kushan MS has a slower process where it opens a door, aligns the ship, then closes the door.
  4. 4
    The Kushan MS captures and launches frigates from a small bay door.
Tips
  • The Taiidan MS is wider, allowing more ships to be hidden behind it.
  • The Kushan MS's ability to capture frigates might be advantageous given the opportunity to capture more frigates than super capital ships in the single-player (SP) game.
  • The MS has a capacity for 150 fighters and 50 corvettes, though the built fleet maximum is 80 fighters.
  • The Kushan door can sometimes get stuck during ship capture and super capital ship production.
  • The MS guns are not very strong but nearly always hit, and their projectiles have significant mass, pushing enemy ships back.
  • The MotherShip has a Mass of 5,000,000 tons, Armour of 160,000, and Firepower of 7500 ITM. It has very low manoeuvrability and a Max Velocity of 50 m/s.

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