Auto Credit Based on TritonAerospace's SAF-3 Improved

Coding defect found, New Version

SSM-3 winged type cruise missile.
this version addresses some issues of earlier design.
although both take the mean of multiple point altitudes, this has "9 point average" compared to earlier 5 point.
also implemented collision triangle for moving targets.
tested in juno village mountains (50% survival there 😆) but will survive relatively not so steep places.

8 - 325km Range
Manual launch

GENERAL INFO

  • Predecessor: SAF-3 Improved
  • Created On: Android
  • Game Version: 1.2.109.0
  • Price: $2,763k
  • Number of Parts: 448
  • Dimensions: 4 m x 3 m x 12 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 253kN
  • Engines: 9
  • Wet Mass: 20,598kg
  • Dry Mass: 17,043kg

STAGES

Stage Engines Delta V Thrust Burn Mass

21 Comments

  • Log in to leave a comment
  • Profile image

    @TritonAerospace
    The lights just went on for me when you thought nobody was home 🤪.
    Though that bit is obviously for another build,
    I’m been looking at that particular line here and wondered exactly what that number was representing. I was very reluctant to tinker with it. But since you went out of your way to point it out and thankfully allow me the space to discover what it was telling me, I figured it out in one run. It’s a time value in seconds. Perfect! Thank you very much. I understand you’re busy with school, life and chasing girls (hopefully girls). There’s absolutely no need to apologize for being busy. There’s no rush to answer questions here, but I appreciate the time you do take. I’ll try and pick your brain sometime next week if I need too. Otherwise have a great week, my friend.

    +2 7 months ago
  • Profile image

    @Thwarptide this is the parameter Link

    7 months ago
  • Profile image

    @TritonAerospace
    Since my goal is to actually hit a target on Mount Juno, modifying the cruise altitude(s) was a must to figure out. I only need to locate the variable or parameter to have it drop down to the target from a certain distance. I think what you’re using to accomplish this is the time. Man that’s another steep learning curve right there as a you pointed out. As it is, it does so at 1km. That’s too close. I may just go with it and simply set pitch to a steep dive as is done in reality sometimes (depending on this mission type).
    You might be interested to know that when I set the asl back to 10, Ecor’s missile did a fine job of missing, only it was able to turn around and come up from behind, detonating about 250 meters away. Not good enough to stop Triton Aerospace!!

    +1 7 months ago
  • Profile image

    @Thwarptide yeah i was kinda busy sorry for the long reply.
    i saw it. i saw the video it is amazing to be able to defeat SAMs that way, and i saw you modified the cruising altitude you are big brain now lol.
    but yeah it serms that Ecor's missiles lack fusing of any kind.
    you see to get a good boom on target and i mean a precise boom you need your "time to go " to equal the rate of change of time.
    and that is way harder said than done I'm not gonna go to the details but his Aegis destroyer is kinda nice i haven't tested it to the max but i had fun with it aswell.
    and thanks for all the stars my guy appreciate the compliments i hope u had fun with this craft.

    7 months ago
  • Profile image

    Good morning, Sir. I think you’ll be interested in this. I got back to tinkering with this system, Studying the Vizzy, learning about what does what in my attempt to be able to set different approach and attack postures for an intended target (I’m going to eventually nail a target on top of mount Juno. During testing I switched targets to a sea based ship inappropriately named as you’ll see. In short it’s an Aegis class Destroyer. However the developer added some well thought out air and defense capabilities. I’ve thrown just about everything at it before and nothing gets through, everything gets shot down. I did hit it once with a lvl 5 explosion, the ship remained intact. That particular weapon needs a better fuse method. I fully expected the Cruise missile to get shot down too.
    Here’s a video of several clips. The first clip was the first attempt and I was completely taken by surprise. You will be too. Not only surprised, stunned at the series of secondary explosions from a few of the ships missiles blowing up. At 9km you’ll see the display blink, the ship’s defense system has locked onto the cruise missile. At 7 km the missile is launched and you’ll see it narrowly miss the cruise missile. Then Kaboom! Impressive! So I ran things two more times to get views from various distances in the following clips. Note: the ship does not blow completely apart with an explosive level of less than 5.
    Your build is just plain ⭐️⭐️⭐️⭐️⭐️ material.

    https://youtu.be/yECSUtC8OOc?si=Wv3pOoo5cBylyZaq

    +1 7 months ago
  • Profile image

    @TritonAerospace
    Well the first way with a camera has benefits in certain elements of the game. Not always. The 2nd way is more on demand convenience and you don’t have to install a camera everytime.
    But, to address the physics distance and disconnect, my physics settings are the same as yours except mine slider won’t go past 10km. Why I have no clue. There’s so many tweaks and little things in menus.

    Now, onto your request. You would like for me to:
    1. Destroy one of my target beacons.
    My friend, I’ve hit those with The Tyrant Missile (explosive 5-9) dead center (not the ends) and sometimes they just fly a Km or two away and blow up when they hit the ground, while other times they fly apart in 3-4 pieces and hit the ground and blow up. They’re hard targets. Probably because they’re designed as Beacons. They survive crashes and explosions.
    I’ve hit big battles cruisers with the Tryant with level 9 explosive and did nothing but send it flying 30km into space undamaged. It’s a hard target too. Why ? I’m clueless. In early test of this Crusie Missle platform demonstrated that, a large lvl 5 explosion from 2km away and the shockwave alone sends the truck parts flying everywhere (it’s beautiful). I wish everything behaved like this.
    2. Blow one up on Juno Mountain.
    But I did try to launch one at the mountain (I call it Juno Mountain Camp) with the cruise from several routes 71 and 95km away. Man, what a roller coaster ride. What happens is funny. It goes up above camp in a spiral, comes down well in the same manner, missing by several hundred meters. My Tyrant missile can do it, but it’s close to hitting the camp rim.
    Now, cruise missiles of all US branches, Could have hit this particular target, no problem. It comes down to the requirements of the mission and readjusting the variables of attack. For this target the mission could be accomplished one of two ways. Climb to altitude and go with line of sight targeting (easier to shoot down) or fly nap of the earth and about, oh say 20-30km away, it climbs higher to attack the target from above. The angle of of the attack can be adjusted as well, prior to launch.
    Now what I’d like to do is actually put a real proximity detonator in the Vizzy. When that missile gets to within a selected distance, Kaboom! Hopefully the shockwave will shred it. This lil bit could be done with the cruise missile vizzy as it is. Just one lil line in the block. I’ve been studying it, where I learned to use it before, how to fi

    +1 7 months ago
  • Profile image

    @Thwarptide nah don't worry I'm having every bit of the fun you are having as well, this was very fun to build anyway.
    i see the videos.
    so basically there are two ways.
    one is you attached a camera and want to look through it all the way to the target site. this way will require you buff out your physics distance as the game will recognize the truck as the player craft not the missile with the camera and as the missile goes beyond the physics threshold it goes out (like in ur vid).
    i normally set my distance to something beyond the target distance Example Picture Link.

    second way is switching to the missile itself.
    click here for how to switch which you won't need physics slider since the game will recognize the missile as the player craft thus will simulate it.

    so there is that.
    final thing i really want that mountain beacon target destroyed lol, could you record a video using this missile it is the best missile i made. just switch to it after launch. bet it will make a big kaboom

    7 months ago
  • Profile image

    @TritonAerospace
    The physics slider did much of the trick for sure. Thank you. Has never had any negative effects on other crafts before. But this one is different for certain. But switching to the craft….yes. Of course I only knew of one way by targeting it and switching.
    If you know of a faster way, let me know.
    Here were my first thoughts when I did switch.
    “Well butter my butt and call me a biscuit!
    Thats a Terrain following can of kick butt! (Thats brilliant)”

    It did just great on a 95km trip from Juno to the plains below.
    Sea skimmed straight down the throat of a battle cruiser
    I’m feeling a bit like a boob here. I apologize for taking too much of your time.
    Hope I wasn’t too much of a bother.

    7 months ago
  • Profile image

    Ok, my friend, I started of double checking the quality settings to make certain that everything was “high”. 👍 I even checked out functionality of “Low”. What a train wreck! 🤪
    Anyway, I posted two videos on YouTube
    In this first one you’ll be able to verify the vizzy tweaks you advised I do. Definitely no kaboom. Keep in mind that YouTube doesn’t offer high quality in certain types of videos. That or I goofed.

    https://youtu.be/ujTSeK0VWFQ?si=-YAnplkxbpeh7hHI

    With that out of the way, I found a bigger issue, “why do the missiles suddenly fall?” Apparently Vizzy shuts down everything. That or something is off in game settings (remote, but plausible). It behaved the same way in Low quality mode too.
    So I went to each missile and tweaked every visible and got out the cameras for in flight visuals and placed em in key positions on each missile. What a ride too! Hopefully this will give you plenty of insight.

    https://youtu.be/QpYFaQmZ77g?si=zQdjQoxKrToRTCr2

    7 months ago
  • Profile image

    @Thwarptide so yeah it needs physics distance to be further.
    the "physics distance" slider in the settings.
    that's what simulates things any craft beyond that is gonna go down.(doesn't get simulated)
    never mind the videos, and idk if you know you can switch to a launched missiles as well to bypass the physics thing.
    i hope i said enough to help you.

    7 months ago
  • Profile image

    @TritonAerospace
    Yes Sir, I see both blocks. I can certainly do videos for you. But as far as sharing em is concerned, what’s the best venue for us?
    YouTube or ?
    Also in more preliminary testing after removing both blocks on just one missile I noticed that the remaining missiles were detonating at a lower AGL . So I installed a camera on the missile I removed the two blocks from (no drag or mass) to see what was goin on in the air. That particular one kept going down, practically landing itself before coming apart. The remaining 3 were apparently doing the same thing and detonating before hand.
    I’ll get some work done on putting a video together in the meantime.

    7 months ago
  • Profile image

    @Thwarptide you can remove
    "Set Part ID Warhead Explode to 1" block completely.
    there are two such blocks if you remove them there is no kaboom.
    can you record i would like to see what ur doing

    7 months ago
  • Profile image

    @TritonAerospace out of curiosity, which bit in the line would need editing?
    I downloaded the updated version, Still pre kabooms. I haven’t yet compared/studied the Vizzy to the previous one just yet though.
    I’ll check out my high physics setting (If I can remember where I saw it)
    I didn’t bother to check out the range that the pre-detonation occurs at this time. But I did tweak one of the war heads to make a big , big kaboom. I figured if it blows up the vehicle, then It’s still very close. It blew up the vehicle 🤪

    7 months ago
  • Profile image

    @Thwarptide yeah I'm on mobile too.
    bingo! that is the line.(there is an impact fuse aswell)
    it should work against craft targets.
    i modified some terms Get this version.
    it works everytime for me on high physics setting.
    example video

    7 months ago
  • Profile image

    @TritonAerospace

    I guess I looked in the right place. I checked out the command chip on the warhead then clicked on Vizzy out of curiosity…bam! I didn’t know you could have 2 command chips and program em both.
    Anyway, I think I found the subroutine line that controls the fuse (AG4), is the only reference I can locate.
    It’s reads as follows:
    If TIME <= if TIME WARP AMOUNT=1 then DETONATOR else 0.01 and ACTIVATION GROUP 4
    set part id of WAR HEAD to 1
    wait 0 seconds.

    Could be in the line above it, but if I’m incorrect, my guess is the answer is in that same long string of commands and variables.

    7 months ago
  • Profile image

    Yes, I downloaded the latest version posted 7 days ago (this one). On whim I downloaded it again.
    Whatever you’d like to do is fine. But bear in mind that I’m a mobile player. I have a super good IPad. I’m also not very tech savvy, so anything you’d like to try I need some detailed instructions. I’m very adept and following instruction manuals. Either way, this should be another good learning experience for me. I’m just getting into Vizzy, basics only and with no clear instruction or understanding, the learning curve is steep or maybe I’m just getting too old(ish).

    7 months ago
  • Profile image

    @Thwarptide i recognize the problem. it is due the proximity fuse detonating prematurely.
    mainly because time to target is zeroed after booster separation. i can fix and send it to you if you like.
    (also did you use the latest upload?)
    (also could you send me the missile system to test it myself)

    7 months ago
  • Profile image

    @TritonAerospace other crafts such as tanks, trucks, ships and other crafts? (They’re all saved flights). Well, that isn’t working.
    It will target them if I tell it too, otherwise it won’t recognize em on its own, except one 357km away. That’s just a fuel dump target of several highly explosive fuel tanks. However as I said, no matter what, they self destruct shortly after booster separation. I even targeted a big ship 36km away…..same kaboom after separation.
    I’ll toss some planes and rockets out in the wilderness to see what happens. Cheers.

    7 months ago
  • Profile image

    @Thwarptide thanks, it only works against other crafts. you cant target buildings or structures.

    7 months ago
  • Profile image

    Love it! Wanna love it more were it not for the fact that missile self destruct 3 seconds after booster separation. I must be doing something wrong here.
    ⭐️⭐️⭐️⭐️⭐️ for complexity of design (boy did you must have gone through a lot of paper and coffee)

    ⭐️⭐️⭐️⭐️⭐️ for ingenuity (after saving it, I took it apart to see what made it tic. A lot of shaping going on here I didn’t know could be done)
    -⭐️ because you didn’t add a horn 🤪
    Hope I figure out what I’m doing incorrectly here. I’ve got targets that need blowing up to make room for condo developments (that will get blown up too. 🤪

    7 months ago
  • Profile image

    Tomohawk

    +2 7 months ago

13 Upvotes

Log in in to upvote this post.