RP-1 fueled ICBM with a single warhead and it's bus to accompany it. Semi-automation with vizzy meaning the ICBM will still require some user input to properly function.
How to operate it:
1st thing you need to do is activate AG 1 which asks you for the heading you want the ICBM to go so you set that.
Next, when you're ready, enable AG 2 to Launch the ICBM. The staging is automatically done with the vizzy so no need to fiddle with that. Just wait until only the 3rd stage remains.
When the 3rd stage is the only stage remaining, wait until the fairings are jettisoned and when that happens, transfer your view into map view. Now, look for the trajectory of the ICBM and focus on the end of that trajectory (where the explode icon is), that is roughly where the warhead is going to hit so when the explode icon is near your target, immediately enable AG 3 to kill the throttle and freeze the trajectory. Then, you can go ahead and adjust your trajectory or return back to craft view to proceed.
Once you're set with your trajectory, you can deploy the warhead bus by activating AG 4 which separates the bus from the third stage so if the 3rd stage has still some fuel left, you'll want to adjust your trajectory before separating from it.
After deploying the bus, you can furthermore adjust the trajectory but you'll only have the limited supply of monoprop for the RCS which is the only propulsion of the bus. If you're done, you can the activate AG 5 to proceed to the releasing of the warhead which timewarps you near the apoapasis where the warhead will be released. Once the timewarp stops, wait for a couple if seconds until the warhead is released then you can proceed to the last step.
Once the warhead has been released, you can then activate AG 6 which timewarps you to the reentry of the warhead. The game does override the vizzy in timewarping back to the surface so it might occasionally stop but the vizzy will continue timewarping as soon as the game allows it. The warhead will detonate around 3000 AGL for an air-burst effect. And that's it. How to operate this ICBM. Hope you understood this very long text. Also this was only meant for Droo so it might not work as well on other planets and also if you accidentally activated an AG before it should be, then the ICBM might not function well so I added conditions for the vizzy to run under each AG they are activated with. For example: AG 3 and 4 will only run their respective instructions if the fairings have been jettisoned and AG 5 will only run if AG 4 has been activated and the same thing for AG 6. As long as the previous AG has been activated (starting after the fairing jettison), the next AG should be able to execute their instructions.
I named it Single Arrow since it only carries one warhead and naming your ICBM "Automated Staging ICBM" isn't really that nice which where this came from. This is basically A.S.I. V5 and is certainly an improvement to the previous versions. If you're wondering what I changed from V4.2, I changed the paint and added some textures to some parts, made the semi-automation much more straightforward and easier or I could just say I made it less complicated to operate than the previous ones and also a slightly new trajectory profile with a launch angle of 35° and more delay before locking to prograde.
GENERAL INFO
- Predecessor: A.S.I. V5
- Created On: Android
- Game Version: 0.9.918.1
- Price: $8,951k
- Number of Parts: 41
- Dimensions: 18 m x 8 m x 7 m
PERFORMANCE
- Total Delta V: 5.2km/s
- Total Thrust: 4.0MN
- Engines: 4
- Wet Mass: 26,627kg
- Dry Mass: 7,870kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
1 | 1 | 23m/s | 2.1MN | 0s | 26,627kg |
3 | 1 | 1.4km/s | 1.1MN | 25s | 25,332kg |
4 | 1 | 2.2km/s | 731kN | 25s | 12,327kg |
5 | 1 | 1.6km/s | 45kN | 1.5m | 3,399kg |
This is now broken due to the altitude change on Droo which makes the fairings deploy prematurely.