5 MT Nuclear Bomb

Explosives:

2x W87 Thermonuclear war head

1x 1 MT Nuclear Bomb

Directions:

Teleport to desired altitude (must be above 2 km) and press ag 1 and stage 1

GENERAL INFO

  • Created On: iOS
  • Game Version: 1.3.111.0
  • Price: $1,960k
  • Number of Parts: 9
  • Dimensions: 1 m x 1 m x 4 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 0N
  • Engines: 0
  • Wet Mass: 2,559kg
  • Dry Mass: 511kg

STAGES

Stage Engines Delta V Thrust Burn Mass

9 Comments

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    I think going past -20 isn't helpful. I liked -14 when i was playing around last night, also going with more than 5x explosiveness with PETN will cover dozens of miles radius.

    2 months ago
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    @Samps0n ok thank you!

    2 months ago
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    The explosive velocity you want to get in the -7 to -25(?) or more ultimatelydepending on the Mt of tnt it is supposed to represent, as i am pretty sure that the fireball is limited by the speed of sound and it comes after the blast wave, which is what has the speed limit, but before the vacumn from cooling air, some of this could actually be terminator 2, and i can't vouch for the realty of those physics tho seems advantageous to go with reality. Then and the explosion impulse you would do best to go about 2+e12 or higher. Threw my own tests i ran a few mins ago this will give the fireball more expansion, tho its not the mushroom cloud you would kill for. Now there is also some ways to mess with how much damage it will cause too, tho it would be separate from the damage that comes with the increased impulse. I went from 20 to 20+e12 and it was only the larger one that repeatedly expanded off my screen when the dsc penesula was the width of my thumbnail, using a fat man replica, i got no noticeable difference with any smaller numbers. Would be easy enough to test if everything is static. You could test out to 10km, something like a giant bowling pin with a big wing for a sail to catch the explosion, start off with one every km and then you know how far you need to set up more densly if you desire close stats on your bomb. Don't forget that PETN is the code to put a military explosive in the fuel tank even before tinkering. I forget if you were hip to that already.

    2 months ago
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    @Samps0n sorry to ask so late, I found the setting is it a higher or lower value that slows the explosion? Sorry if this is a dumb question

    2 months ago
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    You were real close to it, it’s right above where you cranked up the explosiveness to 6x

    From memory one of the two is a must , and the other was only good to a point, the two collision disconnect properties sound to me like you could make it more lethal relative to the distance from the nuke. Tho it will destroy anything around that spawn point.
    We once used fusion bombs now its fusion assisted fission bombs . if i remember right it is like Fission that causes 95% of the blast in the worlds warheads, tho I did hear that tritium shortages was crippling the Russian warheads, I think because they have much larger warheads that may require fusion for the full blast(meaning not from the lithium-6&7 but tritium) . I think fusion is used to purely add the neutrons to make the uranium casing critical before the initial blast rips the spoon apart…

    3 months ago
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    Part properties/ tinker panel/ edit hidden properties / [page] config:: [individual properties (2)]Collision explosion impulse and collision explosion velocity

    3 months ago
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    @Samps0n which setting is that? For the explosion impulse I mean

    3 months ago
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    @Samps0n thanks, I will implement the change sometime in the near future

    3 months ago
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    If you go to hidden properties you can slow the explosion impulse speed making the bomb blow more realistic, I tweaked that and it it a great bomb.

    3 months ago

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