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Submarine Vertical Launch System

69.3k MintLynx  5.0 years ago
229 downloads

Tired of having your guided missiles disappear when diving under 60 feet? With this system you can dive freely while still being able to go near the suface to blast the USS Beast! Whether it's a piston sub or free diver you can dive over 3,000 feet and not worry! When you want to use your missiles, just go up to at least 60 feet, press Activation Group 7, and you're good to go! Just make sure not to press it below 60 feet.

Grab your choice of VLS by the spring and save it to sub assemblies, then add it to your submarine of choice!

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Spotlights

General Characteristics

  • Created On Windows
  • Wingspan 46.7ft (14.2m)
  • Length 74.9ft (22.8m)
  • Height 98.1ft (29.9m)
  • Empty Weight 6,746lbs (3,059kg)
  • Loaded Weight 6,746lbs (3,059kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 11802

Parts

  • Number of Parts 23
  • Control Surfaces 0
  • Performance Cost 466
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    69.3k MintLynx

    @SimpleAreospace Doesn't stop them from disappearing below 18 meters, hence why I made this system.

    8 months ago
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    @MintLynx IIRC, if one adds a waterproof value set to true to a missile, it can launch underwater (haven't tested it yet, though)

    9 months ago
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    69.3k MintLynx

    @ArcturusAerospace It's a simulation of a VLS system :P, made to accommodate the fact that missiles get completely disabled the moment they touch water in this game. Lets you fire missiles at ships at a certain depth like IRL SSGN's. And hey, the missiles are fired upward, so it's a 'vertical launch' ;)

    +2 5.0 years ago
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    How does this make it a submarine VLS if the missiles are,above the sub before lauch?

    5.0 years ago
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    69.3k MintLynx

    @CRJ900Pilot This would also be a good method of protecting torpedoes, since they also disappear below 60. And no problem!

    5.0 years ago
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    32.3k CRJ900Pilot

    Oh ok, thanks for explaining it @MintLynx

    5.0 years ago
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    69.3k MintLynx

    @CRJ900Pilot


    -take a piston, xml mod the range WAY up (1500 in this case),

    -Set direction to 'Push'

    -Set invert to 'True'

    -Go to 'InputController' and set 'Input' to 'Activate7'(make sure activation group is none, also use whatever AG you want here i.e. Activate1)

    -Set 'preventBreaking' to true in XML.

    -Setting the speed to 20 is recommended, since any higher may cause it to break or yank the sub around.

    -Attach a block/fuselage piece to that piston

    -Attach your weapon of choice to aforementioned piece

    -Set weapons to the AG of the piston (unless you wanna throw realism to the wind and shoot missiles at any depth)

    -Select the fuselage/block piece, go to the transform menu and change 'Selected Part' to 'Connected Parts'

    -Use this to nudge your weapons up high, enough to allow submerged firing.

    -Setting the speed to 20 is recommended, since any higher may cause it to break.

    -Finally, put the piston on a spring to keep the piston from yanking your sub up and down between weapon activation, adjust spring as needed.


    This seemed so simple before I actually went through explaining it XD. This all is meant to ensure the piston immediately shoots up high when you load in. Pressing the AG will bring it down and activate the weapons.

    5.0 years ago
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    32.3k CRJ900Pilot

    How???

    5.0 years ago