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[FT AAM] Spear MK.1

17.3k Ku  8 months ago
950 downloads
Auto Credit Based on Jundroo's Wasp

Spear MK.1

Funky-Trees BVR Air-To-Air Missile!

The first BVR missile domestically developed by Ku Aerospace to compete and succeed the likes of the AIM-120 AMRAAM. It is the ultimate long-range interception weapon, possessing the latest aerodynamic and guidance system advancements. No part of this missile is guided by gyros or in-game default missiles!!!


Player Usage

  • Select a target and press Fireweapons button (Left alt on PC)
  • If you are on mobile even though the Fireweapons button is greyed out you can still press it to launch the missile
  • Make sure you do not launch the missile when pulling negative Gs!
  • The missile has a minimum range out 2 km, but practically no maximum range; you can comfortably hit anything on the vanilla map from anywhere.

Stats

Guidance Type: Active Radar Homing (ARH)
Lock Range: >100 km
G-Overload: >60 Gs
Max Speed: >Mach 6
Max Launch Altitude: 60,000 ft
Max Flight Range: >150 km
Min Range: 3 km
Guidance Time: 180 seconds
Explosive Mass: 30 lbs TNT
Weight: 400 lbs
Lofting: Yes, when target is over 20 km away
Terrain Avoidance: Yes


Problems & Limitations

  • The missile may blow up when you launch it. It is due to some collision and physics issues with Simpleplanes and I have yet to find a workaround. Again, do not launch the missile while pulling negative Gs!
  • All funky trees missiles have a hard time orienting themselves when pointed straight up or down
  • From time to time, a tiny Hellfire missile that is trapped inside the missile that does nothing but generate smoke may fall out due to violent maneuvers. This does not affect the performance of the missile whatsoever!!!
  • The missile's performance may depend on your device
  • The missile may cause significant lag when flying across vast distances or at high altitudes

Description

The Spear missile was developed to further the capabilities of the existing fighter fleet by equipping them with a state-of-the-art Active Homing Radar (ARH) Missile. The customers demanded a missile with high agility, re-engagement capabilities, and most importantly, a missile that can out-compete other ARH missiles in a close-range joust. The final product, Spear MK.1, delivered on these requirements and went above and beyond. The missile was built around an exceedingly powerful rocket motor that only burns for 5 seconds, propelling the missile to speeds above Mach 5, making it the fastest missile to come off the rails, and granting the pilot a superb advantage in a joust. It also has long lateral fins that run the length of the missile giving it superb maneuverability and low wing loading, and easily turns 180 degrees to re-engage a target. The streamlined design of the fins also allowed the missile to take up less space than other missiles, allowing installations in weapons bays. To aid in long-range strikes, the missile is programmed with lofting, and to aid in low-altitude operation, it was programmed with sea level avoidance, preventing the missile from being driven to the ground.


Notes

This is a very conceptually simple missile, done to the extreme. It's something quick I pumped out before I need to be gone for a month and something I can equip my upcoming builds with. Admittedly there are some kinks I'd like to work out but for now it is perfectly acceptable for service, and an extremely capable missile at that. Enjoy playing around with this thing, cause this is the last thing I'm releasing for a while; duty calls.

Please report any bugs in the comments or contact me on discord @kuatta4

General Characteristics

  • Predecessor Wasp
  • Created On Windows
  • Wingspan 39.6ft (12.1m)
  • Length 56.1ft (17.1m)
  • Height 15.6ft (4.8m)
  • Empty Weight 23,504lbs (10,661kg)
  • Loaded Weight 39,117lbs (17,743kg)

Performance

  • Power/Weight Ratio 1.378
  • Wing Loading 74.5lbs/ft2 (363.7kg/m2)
  • Wing Area 525.1ft2 (48.8m2)
  • Drag Points 2677

Parts

  • Number of Parts 349
  • Control Surfaces 10
  • Performance Cost 1,760
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  • Profile image

    These missiles are super cool. ive been trying to make one all day. i saw the WW2 dogfight thing which doesn't allow air to air missiles. i saw it as a challenge to make and bring one in. I failed. I had a hard time getting your missile to work on my own stuff. Would it be a good challenge to make a drag and drop missile. no variables. just pull from sub assembly and fire with sub group. I got close using rotators and fins to guide the rocket

    14 days ago
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    @Ku thank you very much!

    +1 4 months ago
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    17.3k Ku

    @CorporalWojak you get them from the variables menu

    And it depends. If you are only using 1 missile you are going to copy past in every variable that ends with SP1 AND TLAT TLONG and TALT!!!

    If you are using both missiles then copy in everything

    +1 4 months ago
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    @Ku i do get the gist of it, though what variables do i need to paste in? and where exactly do i get them?

    4 months ago
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    17.3k Ku

    @CorporalWojak Yes, but it's a little more complicated than drag and drop...

    1. go inside the missile and find the flight computer, detach it and save it as sub-assembly

    2. take the missile with the pylon and save it as sub-assembly

    3. go to your new plane and attach the missile where u want

    4. attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.

    5. Copy in all of the variables from this plane

    If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps

    4 months ago
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    can we put this missile on sub-assembly and use it on other aircraft?

    +1 4 months ago
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    Bro its time for the next drop when will IT be

    5 months ago
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    thx, have done that. the com was way behind the col.

    +1 7 months ago
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    17.3k Ku

    @llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it

    If that isn’t the problem then ur code is 100% the problem

    7 months ago
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    @Ku sorry to bug you again, but i just recently started, building a missile like the ones you build and I have trouble with the wings. I don't know how I can make it fly smooth or more specifically when I release the missile, it pitches over immediately and gets out of control. The fins and the ft codes aren't the problem, rather I think it's how the wings are aligned. I used your spear mk1 for reference, but I don't know how to solve it. For reference, the missile I built is the RIM-162 ESSM.

    7 months ago
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    @Ku Ah, now I understand thx

    7 months ago
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    17.3k Ku

    @Ku or more specifically
    the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
    if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water

    7 months ago
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    17.3k Ku

    @llDeadboyll when the AltitudeAgl approaches sea level the missile levels out to avoid going in the water.

    7 months ago
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    @Ku how'd you manage terrain avoidance?

    +1 7 months ago
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    720 ART1340

    So cool 😎

    +1 8 months ago
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    @CrestelAeronautics I haven’t

    +1 8 months ago
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    @MIGFOXHOUND31BSM26
    I’ve seen these before

    +1 8 months ago
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    @crestelaeronautics look at this

    +1 8 months ago
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    THIS IS SO COOL

    +1 8 months ago