''Hornet Nest'' Anti-Air Missile Turret
Greetings y’all, today I bring forth to you a Missile Turret of intense proportions. You may remember the video I made a few days ago about Multi-Fire missiles, a little trick that allows you to fire more than one missile simultaneously with a single button press, without the use of activation groups. After discovering this trick, I immediately started constructing this turret, so I would have something fun to demonstrate this with. I initially wanted to tease it in the video itself, but I forgot entirely, smooth brain go brrrrrr
Anyway-
Controls:
Yaw to rotate the turret, TRIM to elevate and depress the turret. This battery contains 160 High-Performance Micro-Missiles, capable of extreme speeds and agility. These missiles, if evaded via countermeasures, can lock back onto a target even after they’ve been fired and are already in the air. This, combined with their intense maneuverability and top speed, makes them almost impossible to evade. Although, if the target has a ridiculous amount of countermeasures like an AC-130, or if it has good enough stealth, like a YF-23, it may find it easier to avoid being detected.
The key feature of this battery is that it fires four Missiles at once, meaning it can take on a very wide variety of targets; if it locks onto a bomber, or some other slow, heavily armored aircraft, it’s best to let all four Missiles impact the same target at once, dealing maximum damage. However, if there are a group of fighters in the air, it’s best to lock onto more than one target, and let each individual Missile track it’s own target. (not possible in SP, but I like to note real-life statistics)
This turret may be strategically installed around the island(s) along with other point-defense turrets, such as the RailPiercer. Alternatively, it can be mounted on a large enough aircraft for extreme air superiority. We may mount a few on the Actias, and see how they perform alongside the normal missile batteries.
One final note: The size of this thing in game is not accurate, it is actually much smaller in person, but missiles in this game seem to behave really weirdly whenever I make them much smaller/larger than default size, so you’ll have to go with this for now.
Have Fun!
Specifications
General Characteristics
- Successors 1 airplane(s)
- Created On iOS
- Wingspan 54.1ft (16.5m)
- Length 54.1ft (16.5m)
- Height 31.6ft (9.6m)
- Empty Weight 35,927lbs (16,296kg)
- Loaded Weight 35,927lbs (16,296kg)
Performance
- Wing Loading 439,839.3lbs/ft2 (2,147,483.6kg/m2)
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 92886
Parts
- Number of Parts 392
- Control Surfaces 0
- Performance Cost 1,767
I rate this build 69 excessive amounts of missiles out of 420 ohgodwhys
It’s not working
@Dathcha well there are universes dedicated to these MMT Modules, seemingly created solely for their purpose, basically just a massive uninhabited stockpile of resources.
Oh ok so not an actual thing lol. Basically it just borrows without permission stuff from other universes @AWESOMENESS360
@Dathcha Matter Materialization Technology; it utilizes the power of “infinity” to revolutionize the usage of normally expensive and/or quickly depleted resources. Basically, the MMT Module has a node that can “spawn in” a desired object, and a nerve center that controls the spawning of said object. To put it shortly, it extracts materials from other universes, or sometimes multiple from the same. To put it simple, it can essentially “browse” through universes, much like you’d browse through Netflix or something, idk lol. You can even set it to focus on a specific universe, for more specific needs. Regardless, it then materializes these materials in the form of whatever object you want; in this case, each tube of the Hornet Nest has an MMT Module that spawns in a Missile. It extracts the metal, the resources for the propellant, electronics, and other things, and manufactures them as they are transported to the node. Basically, it extracts raw materials and instantly turns them into the desired result, which can take a second or two, depending on how complicated the object is, and/or how large the object is. By utilizing this technology, it paves way to unimaginable feats of engineering, for instance, they allow the Gatling KV-2 to fire at its terrifying rates, along with basically infinite ammunition. They can also be used for infinite fuel, and in the HellFox, infinite oxygen supply, for space and underwater flight. It all sounds very complicated, and that’s because it is. I can explain further if needed, although I’ve been pretty thorough.
What is MMT? @AWESOMENESS360
@Dathcha in terms of reloading, refer to a previous comment
An automatic system which opens the back pushes a new missile in and closes would work @ChrisPy
@ChrisPy I found out how to do this accidentally while giving an FW-190 some AMRAAM Missiles lol
how lol
@V not necessarily! With MMT, this turret has near infinite Missiles that reload automatically shortly after being fired. I can explain MMT further if the above sentence made no sense at all. The only reason why it has 160 tubes is because it looks cooler, and offers a much higher fire density than say, only four tubes.
@Dathcha true, I may have to try that
a bit excessive, eh?
That thing would be a nightmare to reload irl
The multi lock might be possible. If you make the missile clumps fire at a slight interval to each other they will hit the target in quick succession, meaning against a group the first one would destroy the fighters you could immediately lock onto the next the clump would follow, the second missile would take it out, etc