Auto Credit Based on TritonAerospace's SAF-3

Significant control theory changes resulted in extremely efficient missile which can now intercept targets at 40km Altitude and also loft at 40km & mach 5 to reach insane ranges.
Specifications:
Type: Surface-to-Air Facility [SAF]
PoH: 90%
Range: 3.5-350km Anti-Air | 400km Anti-Surface
Max Speed: ~2058m/s | ~Mach 6
Target Altitude: 25-40000m
Max Target Speed: 2058m/s | Mach 6
Missile: SAM-2E
Weight: 1430kg
TWR 12.5x
Burn Time: 15s
Steering: ACN Thrusters
Monopropellant Tank: 15s with 4x ACN @100%
Launcher Vehicle: TEL-2
Reload Vehicle: Reloader


Lore:
years later, after Ali Base was unsuccessful in neutralizing DSC aerodrome activity they went to work and came up with a new generation of tactical Ballistic Missiles which were by now fast & dangerous.
after a successful initial attack rendered crucial elements from DSC destroyed,
DSC went to work on a major update of the control theory guiding their missiles and days later came up with an improved system.


Upgrades:

  • Tactical Ballistic Missile role of upto 400km
  • Switched some elements to funky trees
  • No more oscillations against Ballistic Missiles
  • Reduced ACN thrust power by 50%
  • Added side control panel
  • SAFs are now reloadable
  • Added receive command mode (WIP)
  • Added Identify Friend-or-Foe
  • Added mode choosing (Surface-Air,Surface-Surface)
  • Added container labels
  • Added warp amount adaptive proxy fuse
  • Added new PD control eliminating any oscillations.

Equipment:

  • 4x SAM-2 Missiles
  • 2x Type 2 Battery
  • 1x Refueling Port
  • 1x Type 2 Ground FCM
  • 1x Backup Generator ( 1x Full 2 Battery Recharge)

Valid Targets:

Aircraft
Helicopters
Cruise Missiles
Tactical Ballistic Missiles
Guided/Unguided Munitions
Fixed and Mobile Ground Units [Secondary Cap]


Properties:

Anti-Air All Aspect
Adaptive Proximity Fuse
Anti-Ballistic Missile Capability [ABM]
Can become a Tactical Ballistic Missile [TBM]
Capable vs Sea Skimmer
Hit-to-Kill Capability
High Off-Vector Loft
Variable Range Gates/Bands


GENERAL INFO

  • Predecessor: SAF-3
  • Successors 3 craft(s)
  • Created On: Android
  • Game Version: 1.2.107.0
  • Price: $5,267k
  • Number of Parts: 500
  • Dimensions: 4 m x 3 m x 12 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 1.9MN
  • Engines: 21
  • Wet Mass: 20,331kg
  • Dry Mass: 16,146kg

STAGES

Stage Engines Delta V Thrust Burn Mass

Comments

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  • Profile image

    Downloaded awhile ago, but just getting around to testing it out. Once again your ideas and implementations are astounding. But then again, I’m 100% certain that your Aeronautical Engineering schooling has a lot to do with it. You know me and my desire to rip things apart and see what makes em tick. I’ll get around to this eventually. 🤪
    Be well my friend
    I’m gonna go blow something up (again) 🤪

    +1 one month ago
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    0 junqaz

    It hit a ground target 909 kilometers away, with 28 percent of the gas fuel remaining. It could probably hit 1100 kilometers to 1,200 kilometers

    2 months ago
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    @Samps0n oh yeah i improved the artillery a bit i added actual salvo amount choosing and more ammo.... & was mainly working with Vtols these few weeks after discovering a crazy new discrete control system which i used to make new flight control, also that Anti ballistic missile is nice i made it for the guy after he said he couldn't intercept. the basic idea was from my old Rim missile.
    i see you're a weapons kinda guy now haha

    4 months ago
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    Was wanting to dl your artillery rocket launcher for the new beta but can no longer find it. It had been working for me in both single shot and burst mode , testing it at the minimum recommended distance +.7km. I shot a entire volley in a moment at a train car on a high bridge and while I didn’t hit it I watched 5 hit the bridge itself, just a fyi. So I realized that “ Vehicle-launched SM-3 (Automatic interception is available) missile/“ wasnt yours when I just gave yours a go , I haven’t done the tests on yours yet. While my target are blimps, but with that caveat I’d point out I regularly can hit them even if at incredibly far distances. The other uses only rcs to fuel stage 9 giving it a second pass even. By far unlikely even if the tank and gas generator is the only warhead, I dare say it is amazingly accurate considering I have seen very little on them. I couldn’t say if it’s still up even, frankly. What cha been working on these days?

    4 months ago
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    How to set to 400km☠️ @TritonAerospace
    Edit : nvm I found it

    5 months ago
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    @ao1231231234 trial vid

    5 months ago
  • Profile image

    @ao1231231234 you didn't switch to the missile though, the game won't register hits that far away at speed & what is your physics distance sat to?
    pls don't tell me its just 10km at this settings crafts beyond it will go dumb and my missiles usually go up just like your video when it is under 10km.

    5 months ago
  • Profile image

    @TritonAerospace
    Vid
    It's may not be an ATACMS but it still won't work

    5 months ago
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    @ao1231231234 try to record it

    5 months ago
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    I tested but somehow it's unable to hit a free fall malfunctioning ATACMS can u tell me why?maybe it's bcus I played on RSS

    5 months ago
  • Profile image

    @Tikhon2345 press launch mode then launch

    6 months ago
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    @TritonAerospace м как её запускать

    6 months ago
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    @Samps0n yeah, so it is 400km range not 400km apoapis trajectory, at 400km target the apoapis is only about 50km as you said very little to no time in space.
    the trajectory controlling thing at long ranges is just a basic integer gain & that determines the strength of the turn (play around with that you can change the sensitivity dynamically).

    are you sure close ranges don't work i tested 292m target and it seems to work.
    in regards to the thrust vanes i thought they look nice and made them currently they have no function.

    the new control uses 'time based functions' such as a PID which requires steady frames and doesn't work with the time warp, high physics settings are a must now.

    i never rated it for 1000km shots though it still has the steering gain from the oldest saf system which i rated for 250km air targets.
    i could probably play around and figure out the gains for such shooting but is an AA system afterall

    6 months ago
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    Hey @triton, I sent this msg to you but I guess I didn’t push send because I was checking for your reply and see I didn’t post. So I haven’t gotten it to get up to 400km apoapsis. Is there something in your programming that would confuse the missile beyond 999km?(id be surprised if you say no because its like they won’t even make it the 400km that you obviously designed them to handle with ease. The come in more steeply, but nothing that 999 vs 1005km can make it show. It’s spends very little time in the exoatmosphere you notice? Also they are going as fast as they are at motor burnout on reentry (to 30km).Also I did notice that if the target is too close, (<300m in my case) <1km it acts like there is no coordinate and will shoot straight up without a hard g turn like on that video you shared. Are those vanes using the motor to steer a new addition? Did you find that the response of those with and without control vane was easy to see? Was the ability to deflect thrust always there? I want to say no because I did the mythbusters test if you can us a fan to make wind in your sail, and you can, but I used wings even and it was the opposite, I still got the physics concept tester. Used jets and fans and rockets just in case there was some principle that made them different (which I can’t fathom how, if I am wrong I would like to know that tho)..At 999km I get a 258km apoapsis and I get no thruster issues other than If I speed it up x10, then it looks like they would have in the unimproved. Once or twice while switching between 3 missiles 6seconds between the launches one of the rocket would start up like it used to but much smaller in scale and I slowed it to 1/4speed or switch to another one it was fine. and I can use the joysticks on mobile in 1/4 speed to get it to be able to pull up on reentry well over 1000km, 1200 would be the most, now I did take a day to get back to you because I wanted to have a km that I knew it was hitting land targets and I can hit 728km (750 is a safe guess) in just over 9 min in normal speed and that comes with an apoapsis of about 170-178 and never hits below 19km elevation until it’s dives on the target. Hitting it @ 4.03mach. If you wanted to chat discord i probably be easier to get a more prompt reply from. I’m low key but I chat to a few solid players… and yes, I am gonna see about that, 9 pair of counter rotating centrifugal habs in a double helix, uploaded tonight.

    6 months ago
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    105 EhsanA

    @TritonAerospace yes, that is right.
    it is work correctly and hit.i Think its CEP is about 3m but its trajectory is not ballistic.
    its apoapsis is about 55km in 360km range. its act like a hypersonic missile :))

    6 months ago
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    @TritonAerospace seems simple enough! Thanks!

    6 months ago
  • Profile image

    @DaRocketMaker after you spent your missiles disconnect the tubes & then use the reloader to load new missiles

    6 months ago
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    I read that this can be reloadable, what do you recommend I modify into a reloading capable vehicle?

    6 months ago
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    @EhsanA yes so the reason it explodes is because i have set it to target crafts only, you can't target buildings or structures.
    and 5000m is self-destruct fuse arming distance
    try saving a craft on Ali pad and then target it.

    try setting your physics distance to 50km or further from the settings xml.
    it should hit from any altitude below 40km

    6 months ago
  • Profile image
    105 EhsanA

    amazing work for anti-ballistic missile
    it hits THUNDER warhead above 60km (below 60km its error is about 110m)

    When i set target on Ali Base And Launch from DSC, It reaches a height of 5000 meters and explodes, every time i tried
    can you send a clip on discord?

    6 months ago
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    @Samps0n I think you don't need to turn off the Thrusters anymore I was testing it today on my PC and it followed a Ballistic arch to ground targets as far as 400km and hit with amazing stability. can you confirm this aswell?

    6 months ago
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    @TritonAerospace nah the handwriting was really really similar to mine. I almost panicked wondering if I'm having amnesia

    6 months ago
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    @Silverback so you made the drawing?

    6 months ago
  • Profile image

    Got a scare when I clicked SAM-2E and the resulting image had my handwriting. But great craft 👌💯

    6 months ago
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    Your modest on the ranges. Anything under 650 km for a ground target is normal . max I got with turning of the thrusters off at 54km and back on at 34km. That is 950km. I think there’s a lot of potential if you nail that oscillation. Will be be in touch

    +2 6 months ago
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