Ballistic Missile


A new missile silo for tactical strikes against the biters. The missile payload bay can be filled with ammo and capsules of your choice, so you can decide if you want a single nuclear warhead, a cluster napalm shell or something completely different.

Content
26 days ago
1.1 - 2.0
22.5K
Combat Circuit network

g Thank you

1 year, 7 months ago

I just wanted to say thank you, I've been looking for a mod like this off and on. I've considered upending my life skills and trying to learn lua and programming to make this mod off and on for years. Thank you for making this!

1 year, 7 months ago

Thats really nice of you to say.
I'm glad that people like it. I really didn't expect much positive response.

If you have any suggestions for additional features or something else please tell me.

1 year, 7 months ago

Couple of things in order of desire:

  1. Add an "incoming" missile animation (if the payload is empty maybe just have the equivalent of an arty shell on the target?).
  2. Delay based on distance, so far it seems that it hit as soon as the launch "animation" is done. Maybe even copy the artillery shell bit that makes it
  3. Make it cost a radar (a bit more cost an complexity) even each arty shell costs one radar. I would even go so far as to make it cost some blue processors or even a rocket control unit just to put it in the correct tech-range. I mean it's "drop a nuke anywhere", pretty nice tech.
  4. Separate "payload" from "modifiers" somehow (taking a spot from the payload to make it spread out more make that option kind of moot)

I also don't understand the fuel system since it's kinda just "uses as much fuel as I need" rather then letting me know what it takes.

1 year, 7 months ago

Those are good ideas, I wish it was possible to implement them all.
1:
Since the missile is not a "real" projectile this is hard to do.
Every delay in the script makes the missiles a lot more instable (can cause bugs, desyncs in multiplayer, lowers performance, etc.)
As soon as I find a way to add this without any negative results I'll do it.

2:
I've intentionally avoided the "main missile projectile" to make non-leathal payloads possible.
An example (just my thought, not really sure if this even exists): A repair capsule that fixes all damaged buildings in a certain range. If there was a central artillery explosion this would be useless.

3:
The rocket control unit is a bit high-tech for the missile silo since it is only a weapon-delivery system. A radar could be an alternative to the storage-tank.
I'll add this to my to-do list. Maybe a mod-option to switch between cheap and expensive recipes.

4:
Unfortunately the missile only supports one inventory. Adding more slots would result in too OP missiles. I've already hard-capped the max explosions per missile to prevent crashes when someone loads 300x flame thrower ammo.
Making the spread configurable would be a bit too much micromanagement. Maybe I'll make it possible to set the spread by selecting an area with the targeting remote.

How would you like to know how much fuel you need? As soon as you use the targeting remote the missile starts, so it's too late to get any feedback.
Btw. the formula for the fuel consumption is the following one:
fuel = (distance * 5000000)^(1/3)

1 year, 7 months ago

1: Darn, incoming missile animation would be cool that the biggest thing I wanted it really brings in the emersion. I know Space Ex does this for their weapons cannons and cargo rocket pods, idk how they do it.

2: Makes sense, I honestly would have been happen with a non-modular design that just allows for either an arty shell or nuke depending on the set recipe.

3: Checkmarks in the options for other things? Default could be current. I mean it is 100 Copper, 100 Steel, some iron and oil per shot so I guess it is material wise expensive, just not complex. The missile itself is just so versatile.

4: Holy crap I didn't know you could put stacks of stuff. I thought it was 1 per slot I've been using it as a extra long 3 Arty or 3 Nukes. What is the hard cap, 300? I tried using other modded stuff. It doesn't like Modular Turret ammo. It's fine with Napalm Arty. But damn this get powerful (and expensive).

Fuel: So roughly 1000-10000 depending? (honestly I can' really conceptualize the distances of rail lines in the grid units) But closer = cheaper check

*New:

5: Any reason you use the "Rocket Part" rather than a new item? Just curious.

1 year, 6 months ago

1: Not a bad idea. I'll take a look at the space exploration scripts. Maybe I can use something similar.

3: Since the missile itself is completely useless without a warhead I thought that the prices for the payload items (as well as their research cost) would be enough.

4: The cap is 500. I'm still thinking about this one. 500 flames from flamer-ammo is not much - 500 nukes can break your game. Since the script does not "know" how big or performance hungry the explosion is, there is no good way to calculate the max.

Fuel: Yep right. If you target very close it will take about 1500. I forgot to mention that there is a flat consumption for the missile start (default 1000). All values can be tweaked in the settings. When the distance increases the fuel consumption does also, but at a lower rate. With 6000 you should be able to reach anything.

5: Yep. I like lightwight mods that use only what they need. A new item has no real benefit for the mod and just takes resources (although not many). I'm also not sure if the rocket-silo prototype I'm using can handle other items just as well.

1 year, 6 months ago

You were right with 2. I've added missile flight time based on an artillery projectile. Thanks again for your post!

1 year, 5 months ago

Awesome!

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