Tar, just for clarity here, when you mention the "misery chart," do you mean how damage against a cloaked is penalized when it does hit (100%, 50%, 25%, 0% effectively)? This is standard in SFB; is it not in EAW/CE? Are there TacIntel range brackets in the exe that can be edited via hex edt? That could be an interesting variant to play around with too.
Let's say a K-D6 is hunting an O-DBR that is fully cloaked.
A Disruptor fired at a true range of 0.0k has an effective range of: 0*2 + 5 = 5. It properly uses the effective range for accuracy (67%).
Let's say it hits the O-DBR. The damage, however, is incorrectly based on effective range, not true range because Disruptors, Hellbores, Particle Cannons, Web Fists, Plasma Bolts, and Photons* are supposed to use the true range for damage calculations. {*Photons are weird in that they don't degrade.} So that K-D6's Disruptor does 3 points max instead of 5 max. But EAW and CE do not have OP's "misery chart". So the effective range "penalty" in EAW/CE actually approximates SFB's misery chart!
SFB
33% do 5
33% do 2.5 -> 2
33% do 1.25 -> 1
Avg Dam
through chart = 2.67
Avg Dam per Disruptor attack = 1.78
EAW/CE
100% do 3
Avg Dam per Disruptor attack = 2
OP
33% do 3
33% do 1.5 -> 1
33% do 0.75 -> 0
Avg Dam through chart = 1.33
Avg Dam per Disruptor attack = 0.89
Haven't yet found the intel brackets. But they should be easy to find if they are typical "range x10" floats. I did look for a 1001.0f, but didn't find any. Could be one of the 1000.0f variables instead.
The follow command, orbit command and ID Tag must be disabled so a tracking ship just can't simply follow them around. You get the general direction from the viewer telling you something is there, but you have to follow it manually using the Tactical MFD and your hunch as to just how fast they are going.
Sounds good. However, the camera needs to erase its memory of hotkey-assigned (5,6,7,8) targets and the current target if any of them cloaks. Because the camera doesn't forget, you will always know, within a few degrees, which way to go to always find the cloaker. In SFB, you would know a 60 degree arc. (With two ships you could narrow that down considerably.) We need source code to do invisible cloak properly. I see no way to accomplish this with HexEdit because of the complexity of targeting.