CG-52 USS Bunker Hill
No. Not the kamikazed Essex class CV. This one is another bearer of the name Bunker Hill. The 6th ship of Ticonderoga class guided missile cruiser but starting from USS Bunker Hill hull number 52 onwards, the rest of the class was upgraded with VLS. So i can say this is the lead ship of VLS variant Ticonderoga subclass. The ship can perform Multirole such as anti-aircraft, missile interception, land attack, ASW, making it suitable for carrier battle group.
Controls
Ship
VTOL
: Throttle ship
Yaw
: Rudder control
Ag1
+ Select gun
: Enable gun traverse/elevation
Ag2
: Arm VLS
Ag2
+ Ag1/-Ag1
: Arm port/starboard facing Harpoon
-Ag8
: Lock rudder control
Helicopter
Ag3
: Engine on
-LandingGear
: Enable controls & release brake
Trim
: Collective pitch
Pitch
, Roll
, Yaw
: Cyclic pitch & tail rotor control
Ag4
: Fold rotor blades & tail
Helicopter instruction manual
For take off:
1. Turn on engine (Ag3)
2. Lift up (Trim up)
3. Release brake (-LandingGear)
To use the weapons just switch camera.
For landing surely you already know.
Folding feature isn't that useful. Somehow the superstructure doesn't fit a hangar. Probably mis-scaled the ship or the helicopter too big (although both size are pretty accurate just a few meter error from real scale).
Credits
- Thanks to that someone for model reference on Sketchfab3d.
- A very cool FT generator for high accuracy AA by @PlanariaLab.
- Thanks to @hpgbproductions for FT to add a little realism.
- Also to @Skykid028 for folding rotor blades concept.
- And to anyone downloaded this. If you like upvote. Any bugs or feedback tell me.
Additional notes
- Originally the helicopter camera was planned to be capable of locking far away target or beyond terrain obstruction and launch cruise missile from the ship but unfortunately missile only can lock when target is visible or in range of main cockpit. Not from the camera.
- If you want to stick to original plan, set a new main cockpit to helicopter. The benefit, you can request missile strike from very far far away. The drawbacks, enemy will target main cockpit so helicopter become more at risk. If it got destroyed, so is the ship.
- Unfortunately if you moved the cockpit to helicopter, another problem occur: Missiles become wet. That's because the main cockpit is above VLS cells. and SP thinks it's underwater.
- The solution? Add a pull piston below helicopter facing down the ship, disable piston & main cockpit collision XML. When you spawn, pull up the piston so the cockpit is in helicopter and the missiles stay dry. Already tested & work but SP missile isn't that smart. If enemy is behind terrain, the missile is more likely to hit the terrain.
Specifications
Spotlights
- Username2 2.0 years ago
- RicardoACE 2.0 years ago
- Typhoon03 2.0 years ago
- Inuyasha8215 2.0 years ago
- soldier289 2.0 years ago
- WHNineTripleOne 2.0 years ago
- EasternPatrick 2.0 years ago
- 929 2.0 years ago
- TheCommentaryGuy 2.0 years ago
- AnomalyYeet 2.0 years ago
- FirstLandFish83828 2.0 years ago
General Characteristics
- Created On Windows
- Wingspan 64.9ft (19.8m)
- Length 580.5ft (176.9m)
- Height 176.3ft (53.8m)
- Empty Weight 189,898lbs (86,136kg)
- Loaded Weight 199,888lbs (90,667kg)
Performance
- Power/Weight Ratio 0.48
- Wing Loading N/A
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 41196
Parts
- Number of Parts 1328
- Control Surfaces 0
- Performance Cost 5,093
@Hellfire3627 CIWS automatically aim at max target range 5.5km (3 nautical miles)
Not gonna lie i really love this ship
The helicopter is Really easy to control too
@Renamed2524 No. I only build anything i like
Do you take requests?
@Bogey I've managed to do a working one. It just can't be turned off, but it works just fine. Maybe I'll upload it tomorrow.
@Bogey okay, thanks.
@llDeadboyll Detecting approach would be a complex FT. that i'm too lazy to figure it
@llDeadboyll That's not possible since AI and your aircraft are separate controls. They don't care whether your LandingGear is on/off.
But for landing aid, they can detect your distance & elevation angle from them. So it's possible turning on when you "approach"
@Bogey i'm working on a fully AI-usable landing ade system. the green lights should go on when the landing gear is down
@llDeadboyll If the target you mean spawned AI, by default their
LandingGear
are always0
. The closest possible thing is detecting their altitude byTargetElevation
. Maybe you could explain what're you trying to make?Do you by any chance know, how I can make a sensor that detects whether the target has the landing gear extended or not
P.s.
Output should be 1 when extended and 0 when not deployed.
@Hellfire3627 default control for PC press space
@Inuyasha8215 I can't get them to shoot. They have no valid arming group.
@Hellfire3627 Because the Phalanx CIWS in this ship have auto-aim funky trees
@Inuyasha8215 Yes, But I see nothing About the CWIS guns.
@Hellfire3627 Have you by any chance, read the instructions?
How do you fire the gun cause they wont fire with any group activated.
@Inuyasha8215 Nvm i thought it won't get notified if i mention name inside a link
Hmm...
@NormalPeople404 I tried to push down the part count while maintain the "not much details but still looking good". Unfortunately the VLS took so many parts count (missiles & cells about +750)
I recommend to delete some overnumbered missiles or try this alternative similar build by @Inuyasha8215
How do I use the AA Defenses?
btw, make low part
Tico-tico nee!
As always, your builds are amazing!
@FirstFish83828 Switch camera to Mk 19 gunner