Aircraft Development System

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Aircraft Development System

Post by Mobius on Fri Dec 05, 2014 5:09 am

Much like tanks, military aircraft are constantly improving, in an effort to gain an edge over any possible enemy. Half of aircraft development is creating new weapons systems to more easily achieve air supremacy, and the other half is creating countermeasures to defeat the threat.

The base cost for developing a new aircraft is 10 PP.*

Aircraft Equipment:


Engines (Choose One):


Propeller Engine: Free
Propeller engines are best for aircraft where speed isn't a useful or important feature, like cargo planes or troop transports.

Turbofan Engine: 2 PP
Turbofan Engines are the standard engines on modern airliners, and military aircraft which don't have a need for supersonic flight. They don't have an afterburner, but have good propulsion for subsonic flight, making it the best choice for bombers.

Turbojet Engine: 6 PP (Requires High-Altitude Engine)
Turbojets provide good propulsion for fighters up to Mach 2. It's low thrust velocity makes it more efficient with gas, and along with the afterburners, make turbojets the prime choice for fighters, but it starts to die after flying at an altitude over 12,000 m.

Advanced Turbojet Engine: 15 PP (Requires High-Altitude Aircraft)
Advanced Turbojets are high-tech but expensive turbojets that provide good propulsion for any speed and altitude that the aircraft can achieve. Their technology makes them complex and fragile however, so replacement parts must be available.

Engine Additions:
Thrust Vectoring: 5 PP
Thrust Vectoring allows an aircraft to use the exhaust from the engines for increased maneuverability.

Supercruise: 8 PP
Supercruise allows an aircraft to maintain a supersonic speed for large amounts of time without the use of an afterburner, which creates a highly visible infrared signature.

VOTL: 4 PP
Your aircraft will be a VTOL aircraft, which can land vertically and take off vertically after gaining a bit of horizontal speed. VTOL aircraft can take off and land from practically anywhere. However, VTOL aircraft have considerably smaller fuel payloads than other aircraft, because of space taken up by engines.



Avionics:
Air to Air Avionics (Infared): 5 PP
Targeting systems required for heatseeking Air-to-Air missiles. These systems are more reliable than the missile systems on stock fighters. Infared missiles can't lock on to a target more than two km away, but no extra weapons systems are needed.

Air to Air Avionics (Radar-Guided): 8 PP
Targeting systems required for radar-guided Air-to-Air missiles. Radar-guided missiles can lock on to any target within your radar range.

Air to Ground Avionics: 5 PP
Targeting systems required for Air-to-Ground missiles and bombs.



Weapons Systems:


Radar Guided Missiles (Requires Radar Guided Air to Air Avionics):
Semi-Active Radar Homing (SARH): 6 PP (Requires Gadgetry)
A Semi-Active Radar Homing system contains transmitter equipment on your aircraft to lock onto an enemy and receiver equipment on your missiles so it can intercept the target. The smaller amount of electronics on a missile allows a larger payload, but since your pilot has to continuously target the enemy craft while the missile is reaching the target, your aircraft will be very vulnerable.

Fire and Forget Guidance (F&F): 10 PP (Requires Computers)
Fire and Forget missiles contain all the equipment they need to track and intercept a target within the missile, so all the pilot needs to do is get a lock on the enemy. Once the missile is fired, your pilot doesn't need to track the target anymore, and can go after another enemy.

Air to Ground Weapons (Requires Air to Ground Avionics):
Unguided Bombs: Free
The bomb will fall to where it's dropped. This will work fine as long as your target can't move very fast, or at all.

Joint Direct Attack Munition (JDAM): 6 PP (Requires Networking)
JDAM munition uses Global Positioning Systems to guide itself to any ground target with great accuracy.

Air to Ground Missiles: 6 PP (Requires Gadgetry)
Missiles designed to attack a ground target. Since the pilot needs to lock onto a target first, the missile can track it and move to intercept.



Radar (Choose One):
Standard Radar: 4 PP (Requires Gadgetry)
Your standard radar, capable of tracking targets up to 24 km (4 pixels) away.

Advanced Radar: 8 PP (Requires Computers)
High-tech radar with increased processing power and range, capable of tracking targets up to 48 km (8 pixels) away.

AESA Radar: 12 PP (Requires Networking)
Phased-Array radar which searches for targets over multiple frequencies, capable of tracking targets up to 60 km (10 pixels) away, as well as stealth aircraft 12 km (2 pixels) away.



Materials (Choose One):
Standard Aluminum: Free
An aircraft constructed from aluminum is light and agile, but it heats up too much after reaching Mach 2 and causes structural failures.

Titanium: 20 PP (Requires Rocketry)
An aircraft constructed from titanium will be heavier and less maneuverable than those constructed with aluminum, but the strong alloys can tolerate the intense heat created during flight between Mach 2 and 6.



Guns (Choose One):
No gun: Free
Removing a gun from an aircraft will lessen the weight a fair amount, but be forewarned, the lack of a backup weapon when all missiles are fired could get your pilots into serious trouble.

20 mm Gatling gun: 4 PP
A 20 mm Gatling gun will deliver decent damage with a high rate of fire, but a pilot must be careful not to go through his liter ammunition quickly.

30 mm cannon: 4 PP
A 30 mm cannon will deliver more serious damage to an enemy craft, but it has a slow rate of fire.

Bullet Types:


Kinetic: Free
Standard kinetic rounds act like any normal bullet.

Armor Piercing (AP): 1 PP
AP rounds are more capable of penetrating the tougher parts of an aircraft and delivering more damage.

Incendiary: 1 PP
Incendiary rounds have the capability to start fires, which will probe horrendous to an enemy craft that catches one in its fuel tank.

Armor-Piercing Incendiary (API): 3 PP
API rounds are the combination of the two above.

Tracer: 1 PP
Tracer rounds emit large amounts of light after being fired, which allow the pilot to see where his bullets are going.

Depleted Uranium: 8 PP (Requires at least 1 Uranium mine)
Depleted Uranium rounds are extra dense, which allow great penetrative abilities that will cut through all but the strongest parts of enemy tanks. Since aircraft aren't armored much, depleted uranium aircraft rounds may not be necessary for fighters.



Carrier Landing Capability** (Choose one):
Airfields Only: Free
Your aircraft can only land on land-based airbases.

CATOBAR: 2 PP
Your aircraft will be designed to take off and land from standard carriers, with a tailhook for landing and the sturdiness to withstand the force of a catapult launch throughout its service.



Miscellaneous:
Advanced Flight Suit System: 6 PP (Requires Flight Suits)
An advanced flight suit acts like a frugal EVA suit; it's pressurized and delivers oxygen to the pilot at any altitude, when standard oxygen systems would start to fail after an altitude of 14,000 m.

Chaff: 2 PP
Chaff is deployed when a radar-guided missile gets a lock, and it gives your pilot a chance of evading it.

Flares: 2 PP
Flares are deployed when an infrared missile gets a lock, and it gives your pilot a chance of evading it.

Electronic Countermeasures (ECM): 8 PP (Requires Binary Code)
ECM systems try to jam enemy avionics to prevent a missile lock, or if a launch has already happened, try to jam the missile's homing systems to make it fly off course.

Stealth Coating: 30 PP (Requires Spaceplanes)
Stealth Coating is a highly advanced type of paint that can absorb radar and prevent it from returning to a radar station, giving your aircraft a higher amount of stealth.

External Fuel Tanks: 4 PP
External fuel tanks are fuel tanks usually located on the wing, which provide extra fuel for aircraft and can be emptied and jettisoned before going into combat.

Stability Augmentation System: 6 PP (Requires SAS)
SAS systems help keep aircraft under control and allow for unbalanced fighters to turn sharper turns without spinning out of control.






Once you've selected everything you want in your aircraft, add the PP total up. Multiply it by two to get the development cost. The cost per each squadron will be half of the original PP total (not development total)

Example:
Suppose I want to make a Harrier for my STOVL carriers.

Turbojet Engine +6 PP
Infrared Air-to-Air Avionics +5 PP
Radar-Guided Air-to-Air Avionics +8 PP
Air-to-Ground Avionics +5 PP
Fire and Forget Guidance +10 PP
[Unguided Bombs]
Air to Ground Missiles +6 PP
Standard Radar +4 PP
[Standard Aluminum Airframe]
20 mm Gatling Gun +4 PP
Armor Piercing Rounds +1 PP
Incendiary Rounds +1 PP
Tracer Rounds +1 PP
VTOL +4 PP
Chaff +2 PP
Flares +2 PP

Total: 53 PP
Cost to develop: 106 PP
Cost to build one squadron: 26.5 PP

A vanilla Air Superiority fighter would be the equivalent of a World War II fighter, like a P-51, Bf-109, Spitfire, or others. Take your pick.
A vanilla Ground Attack attacker would be the equivalent of a B-25.
A vanilla Bomber would be the equivalent of an B-29 or Tu-4.

Stuff can be added, changed, and removed in the future.

*Development of aircraft that don't fit as an Air Superiority, Ground Attack, or Bomber squadron require a design made in KSP. FAR is required.

**Note that only Air Superiority and Ground Attack squadrons can land on carriers. Only Ground Attack squadrons can land on helicopter carriers (they'll become attack helicopters)
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Mobius

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