2nd Generation Fire Control System developed by Alpha Space Technologies, with code sourced from Triton Aerospace (as well as mentoring and debugging), and Fronolov.
The words "weapon", "ordinance", and "payload" in the instructions are used interchangeably.
The Command chip in the first picture is not needed. Be sure to discard it, and save the white module, which contains the FCS code, as a subassembly.
You will also need the Activation Groups shown below on your jet.
Activation Group 2: Select (Weapon)
Activation Group 3: Launch (Weapon)
Activation Group 4: Jettison (Weapon)
Activation Group 5: Next Target
Activation Group 6: Previous Target
Activation Group 7: Set Radar (Distance)
The 2nd Generation Fire Control System by Alpha Space Technologies is finally here! This white module is meant for attachment to aerial vehicles, like jet fighters, attackers, bombers, and more, where it can launch or hold compatible weapons, payloads, and ordinances meant for attachment via pylons on air vehicles.
It is a direct, and revolutionary technological leap forward from the 1st Gen Fire Control System, its predecessor. This new module handles everything from target acquisition, to arming weapons of the same selected type, and launching and jettisoning said weapons, as well as handling targeting data handoff, all completely powered by one big chunk of vizzy code.
It is capable of rapidly firing (or spam firing) weapons at one or multiple targets, and it features its own proximity radar that allows targets within a customizable, user set range (Activation Group 7) to be eligible for tracking and firing upon. The radar has a default radar setting of 100,000 meters, meaning crafts within 100km that have more than 2 parts will be able to be selected and fired upon. This distance is able to be customized to a user set distance to filter out crafts that are closer, or to extend the pilot's power projection further out in the battlefield.
IMPORTANT: You CANNOT use the default method of targeting craft (map view) in Juno, as the target will not be registered in the system.
Instead, once crafts are within the radar distance, press either Activation Group 5 or 6 to activate the targeting system, which updates every 9 seconds. Once a target is selected, you can select a weapon (Activation Group 2), and fire one at them (Activation Group 3)! Or two! Or three!
Or how about ALL THE WEAPONS!
With this new generation of Fire Control System, anything is possible! Air to air missiles, AGM's, unguided rockets, guided bombs, drop tanks, JATO boosters, gun pods, NUKES, and the texture of victory is placed right on your fingertips, along with infinitely more, with this ground breaking and outstanding new module! With our infinite and ever-expanding weapons network, and your determination for dominance on the battlefield, the whole world will be changed forever, and it all starts with this!
GENERAL INFO
- Predecessor: .
- Created On: Android
- Game Version: 1.3.204.1
- Price: $0k
- Number of Parts: 2
- Dimensions: 0 m x 1 m x 1 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 0N
- Engines: 0
- Wet Mass: 20kg
- Dry Mass: 20kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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@BeaconIndustries be sure to use this Fire Control System with Alpha Space Technologies weapons with the label "[GEN 2]" and be sure to follow all instructions. For help, please ping me.
(This also applies to anyone else who is looking to try this new module out)