Profile image

M.Corp SA-1 Tarantula A SAM

245k EternalDarkness  6.1 years 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 N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 3400

Parts

  • Number of Parts 536
  • Control Surfaces 0
  • Performance Cost 1,406
  • Log in to leave a comment
  • Profile image
    165 GonoBilek

    👍

    5 months ago
  • Profile image

    @EternalDarkness I got it, thanks for letting me know.

    +1 2.4 years ago
  • Profile image

    @fantasyucakistan this is a very old build. It could use a complete remake. Game's physics have been somewhat updated since this was built, and it wasn't a very good build to begin with.

    +1 2.4 years ago
  • Profile image

    my friend is working very inefficiently, in other words, he cannot hit his target, the missiles are falling

    +1 2.4 years ago
  • Profile image

    @Tommytheplanes267 if you are running the latest version, you can use connection editor to see what connects where for a missile to work. I don't have a scheme at hand I could direct you to.

    4.3 years ago
  • Profile image

    this is the best SAM turret i have every used

    +1 5.7 years ago
  • Profile image

    @SledDriver all right. Good luck.

    6.1 years ago
  • Profile image
    197k 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 :)

    6.1 years ago
  • Profile image

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

    6.1 years ago
  • Profile image
    197k 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.

    6.1 years ago
  • Profile image

    @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 6.1 years ago
  • Profile image

    Eternal this is amazing. This is your best build.

    6.1 years ago
  • Profile image
    1,051 SwiftAirTM

    @EternalDarkness ty

    6.1 years ago
  • Profile image

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

    6.1 years ago
  • Profile image
    17.2k Hawkeye156

    @EternalDarkness nice put it on a truck

    6.1 years ago
  • Profile image

    @SwiftAirTM sure, go ahead.

    6.1 years ago
  • Profile image
    1,051 SwiftAirTM

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

    6.1 years ago
  • Profile image

    @Z3RO thanks. I'm glad you like 'em.

    +1 6.1 years ago
  • Profile image
    25.7k Z3RO

    these missiles tho.. nice concept

    +1 6.1 years ago
  • Profile image

    No problem I really enjoy it

    +1 6.1 years ago
  • Profile image

    @SledDriver enjoy shooting 'em.

    +1 6.1 years ago
  • Profile image
    197k 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 6.1 years ago
  • Profile image

    @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 6.1 years ago
  • Profile image
    197k 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 6.1 years ago
  • Profile image

    @grizzlitn thanks.

    +1 6.1 years ago
  • Log in to see more comments