M.Corp SA-1 Tarantula A SAM

by   Mod EternalDarkness  2 months ago

Part of Steel Umbrella series, M.Corp integrated air/missile defence system.

M.Corp Tarantula is an autonomous point-defense surface-to-air missile system designed for protection of important locations, including airports, bases, cities, ports...

Design:

Tarantula A is a fixed SAM emplacement armed with twelve missiles and guided by SharpEye 2 radar. It has a range of 18000m, with engagement altitude of 1m - 12000m.

SA-1 is a fully autonomous system, requiring personnel only to set it up and reload. It processes data from the search radar, finds a target, and destroys it all by itself. It can track up to eight and engage up to five targets at once. Connecting multiple systems into battery greatly improves their capability.

SharpEye 2 radar is an active electronically scanned array (AESA) with a range of 28km for conventional and 21km for stealth targets. Its detection cone is 45°.

Targets are provided to the system via datalink.

Tarantula B

Tarantula B is a planned vehicle-mounted version. It is believed that it'll be mounted on an MBT chassis.

Tarantula C

Tarantula C is a proposed naval version. It is to be installed in a form of VLSs on smaller combat ships and guided by remotely mounted SharpEye 2 radar. It will contain between twelve and twenty missiles, depending on the ship.

Controls:

  • Activate1 - Activate the system;
  • Trim + VTOL - Aim the system.
  • V - activate decoys.

Features:

  • High probability of hit missiles;
  • Realistic platform;
  • Manual aim and launch (I couldn't emulate autonomous operation);
  • Lots of fun shooting down planes.

Notes:

Even though SharpEye 2 is a Low probability of intercept radar, Tarantula is equipped with decoys. In reality, they would be placed around 100m from the radar, in a rough octagon. Decoys fluently change their frequency following the main radar with 0.1sec delay, and sometimes randomly switching to being 0.1sec ahead of it, making them almost impossible to differentiate from the main radar.

Enjoy

General Characteristics

  • Created On Windows
  • Wingspan 112.5ft (34.3m)
  • Length 112.5ft (34.3m)
  • Height 6.5ft (2.0m)
  • Empty Weight 18,634lbs (8,452kg)
  • Loaded Weight 18,634lbs (8,452kg)

Performance

  • Wing Loading -439,839.3lbs/ft2 (-2,147,483.6kg/m2)
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 3400

Parts

  • Number of Parts 536
  • Control Surfaces 0
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  • Profile image

    @SledDriver all right. Good luck.

    one month ago
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    139k SledDriver

    @EternalDarkness Let me see if I can figure it out on my own first. If I can't, I'll take you up on your offer. Thanks :)

    one month ago
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    @SledDriver lol, thanks. It's an old trick. If you want, I can show you how to do it.

    one month ago
  • Profile image
    139k SledDriver

    @EternalDarkness I only just realised that despite being skinned missiles, these fire using just the FireWeapons input, without any activation groups to detach. Nice work.

    one month ago
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    @SpencerTreePuncher I think I have a few better ones, in terms of design, details, realism... This is more of a quick fun build. Still, I'm glad you like it.

    +1 2 months ago
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    Eternal this is amazing. This is your best build.

    2 months ago
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    @EternalDarkness ty

    2 months ago
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    @Hawkeye156 you put it on a truck. I made it this far, published it, and now I'm done with it :)

    2 months ago
  • Profile image
    13.2k Hawkeye156

    @EternalDarkness nice put it on a truck

    2 months ago
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    @SwiftAirTM sure, go ahead.

    2 months ago
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    Hey do you mind if I use this? I'll give you credit don't worry. :D Also, this is wonderfull!!!

    2 months ago
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    @Z3RO thanks. I'm glad you like 'em.

    +1 2 months ago
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    24.4k Z3RO

    these missiles tho.. nice concept

    +1 2 months ago
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    51.8k grizzlitn

    No problem I really enjoy it

    +1 2 months ago
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    @SledDriver enjoy shooting 'em.

    +1 2 months ago
  • Profile image
    139k SledDriver

    @EternalDarkness OK, I figured it out. Apparently, if you spawn the target at "Wright final approach," the game doesn't consider it a hostile target. Spawned it at "default" and the missiles worked perfectly.

    +1 2 months ago
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    @SledDriver if target reticle stays blue, then you are spawning a friendly plane. You can't lock onto those. Just set air traffic to dense and wait for them to come to you.

    +1 2 months ago
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    139k SledDriver

    @EternalDarkness I tried that, but it doesn't do anything. 1 to activate, aim it in the direction I want, spawn a slow flying target drone, select air-to-air. Target reticle stays blue and pressing FireWeapons does nothing...

    +1 2 months ago
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    @grizzlitn thanks.

    +1 2 months ago
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    @SledDriver like normal missiles. Just activate 1 to start the system.

    +1 2 months ago
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    139k SledDriver

    How do I fire it?

    +1 2 months ago
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    51.8k grizzlitn

    Very nice :)

    +1 2 months ago
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    @ThomasRoderick thanks.

    +1 2 months ago
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    Wait, you are a mod now? Congrats!

    +1 2 months ago
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    @Roswell missiles are 24 parts x 12 = 288 + 6 x 18 parts per pair of rails = 396 + 48 parts for supports = 444 parts. Radar has 45 parts, which is a total of 489 parts. That leaves 42 parts for the base and housing, four countermeasures, and a cockpit.

    +1 2 months ago
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