Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Hard-kill APS "Stingray"
   
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14.7. klo 8.32
16.7. klo 17.35
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Hard-kill APS "Stingray"

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Hard-kill APS "Stingray"!

! This is beta-version and it may be improved in future !
! This is only a frame of APS. You can design it as you wish, if it won't corrupt correct work of system !
! Doesn't intercept shells fired from default Stormworks cannons and rocket launchers (this is impossible) !



Advantages:
  • High reliability: 90+% chance of intecepting an incoming threat.
  • Quick response: countermeasure pivot quickly enough to intercept all incoming threats in a 360-degree environment.
  • Compactness of system: it can be installed even on small ground vehicles, like tanks, IFV etc.
  • Small countermeasure munition size: it is only 1x2x4 blocks (you can store more munition on your vehicle to reload the APS)
  • Smart interception system: the Stingray can intercept threats that fly by in radius of countermeasure munition explosion (34 meters, I'm going to increase it in the future)
  • Independence from the type of threat: doesn't intercept only radar-guided or laser-guided threats. It is physically destroying all threats, that satisfy the "missile" requirments (see below)
  • Independence from the velocity of threat: the Stingray calculates best interception point to handle all threats (but due to the small range (34 meters), fast enough missiles can avoid APS)
  • Smart target flters: the APS doesn't trigger on slowly-moving or flying away (f.e. your own) missiles. The threats that are too close are also being filtered out. All the parameters can be configured (default are: minimal threat distance = 10m, minimal threat speed = 20m/s)
  • System flexibility: the APS "Stingray" consists of 3 parts: countermeasure site, detecting radar and microcontroller. They can be separated and moved. When moving radar and countermeasure relatively to each other, change the offset parameters in microcontroller, but don't place radar too far away from countermeasure)

Note: when making the demo screenshots, explosion distance was 22 meters, now it's set to 34 meters.
7 kommenttia
ТРЕНБОЛОНОВАЯ БАБКА  [tekijä] 19.7. klo 15.02 
@50.0346° N, 19.1758° E the radar can be moved, but cannot be rotated. When moving the radar, don't forget to change offset in microcontroller (f.e. when moving radar one block forward +1 block along Z-axis, add 0.25 to Offset Z)
52°22'30.9"N 4°53'02.1"E 18.7. klo 20.52 
does the radar have to be vertical and on the turret thing or can it be taken off and put horizontally
Chef Smudge'nt 16.7. klo 14.58 
Alright
ТРЕНБОЛОНОВАЯ БАБКА  [tekijä] 16.7. klo 5.26 
@Chef Smudge'nt, New radar has too strong noice. I have tried it multiple times. If you do averaging and interpolation, it still isn't enough to intercept high-speed missiles efficiently. This is a best APS i've done
Chef Smudge'nt 15.7. klo 15.49 
are there any plans to make one with new radar?
ТРЕНБОЛОНОВАЯ БАБКА  [tekijä] 15.7. klo 3.07 
@tom I've seen this work, but it didn't satisfy all my requirments, so i wasn't inspired by it. I just was testing many variants of countermeasure munutions and ways to intercept threats (like autocannons, high-range missiles, etc.) and this one is most efficient and compact.
tom 14.7. klo 21.34