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 Better description?

a month ago

This mod looks great and I'm sure you put a lot of work into it, but can you elaborate a bit more in the description of this mod as to how to actually make it work? There are only five screenshots and I still can't figure out how to get the rocket to recognize that there is a payload. I've connected the connector to the payload but I can't make heads or tails of how to use the logic to tell the rocket that there's a payload. My payload box has one atomic bomb and 100 explosives and the fuel tank is full of light oil. I can't do anything to get the rocket to launch.

a month ago

Both methods of starting a missile are described in the screenshots and the mod-description.
See "Fully automated" and "Remote targeting" in the "Features" section.

You can either use the missile icon in the shortcut bar and order a strike directly or use the logic inputs to target coordinates.
If using logic please refer to the logic screenshot to see where the input and output cables must be connected.

I'm not sure if you want the missile to fire on it's own just like artillery. This feature was not implemented, since the explosions can be very devastating (based on payload) and could damage your base if a nearby biter spawner is targeted.

By the way: Your payload contains a single nuclear shell that will be "spread" by the explosives. It will be just a very inaccurate nuclear explosion. Spread is more effective when using multiple rockets or other ammunition.

I hope this helps.

a month ago

I also think this mod looks well done but I was just struggling with the payload. If you just load one nuke and nothing else, will the effect be just that of one nuke at the target location? Does adding more nukes mean all those nukes will be dropped at the target? And how exactly does adding Explosives influence the target explosion? I don't understand how the spread works and is calculated from the number of explosives as you have just said.
Also not sure how other Ammunition types work. Does the missile just deliver the stored Ammunition as if you would drop all of them at the target yourself? Or do you just need one Ammo and the missile will create that explosion effect regardless of ammo quantity?

Maybe you can give an example for optimal payload? How would the following payloads compare:
1x nuke + empty + empty
10x nuke + empty + empty
1x nuke + 1x Explosives + empty
1x nuke + 50x Explosives + empty
1x nuke + 50x Explosives + 50x Explosives
10x nuke + 50x Explosives + 50x Explosives

You don't have to compare all of them but maybe it will help as an example to understand how the payload works.

Sorry for the many questions but I like the mod and want to understand how it works :) Thanks!

a month ago

I've spent a lot of time making the ammo behave as it should. At impact the missile will:
Check how much ammo is loaded.
Check how much bullets are in one ammo item.
Fire the bullets (or projectiles of any kind) as if they were fired by the correct firearm
Spread the projectiles based on the amount of explosives loaded.

There are some hard caps so not too many projectiles are fired (For example 300 firearm magazines would fire so many bullets at once, it would crash the game).

Note: This will not work for some kind of ammo. Laser ammo types will not work as they are hitscan and this is practically impossible to code for all different types. I did my best to include as many different ammo types as possible.

The List of your payload examples:

1x nuke + empty + empty = One nuclear explosion (Just like when firing the nuke by yourself) pretty much at the center of the missile impact
10x nuke + empty + empty = Ten nuclear explosions, all centered pretty much at the point of impact
1x nuke + 1x Explosives + empty = A nuclear explosion, a little inaccurate
1x nuke + 50x Explosives + empty ) = A nuclear explosion, very inaccurate
1x nuke + 50x Explosives + 50x Explosives = A nuclear explosion so inaccurate, you will probably nuke your base
10x nuke + 50x Explosives + 50x Explosives = 10 nukes clustered widely around the point of impact. Should be total devastation (Also including own base?).

It will also work for capsules and other throwables. A missile with some explosives and poison capsules can potentially eradicate a very big biter nest.

I hope this helps understanding the way the mod works.

a month ago
(updated a month ago)

Thank you! That clears it up quite well for me. But maybe as a follow up question, how does the accuracy range scale with the number of Explosives as you can put anywhere between 1 and 100 in there. And do the barrels in your preview picture reduce range, or are just an alternative for Explosives? I guess it's the latter as 0 Explosives already are 100% accurate.

a month ago

I can understand that you want to know how it works, so it's no problem at all ^^

That's a good question, I had to look through my code to find the correct values for that. It has been some time since I came up with those.

The base "spread" is 15 tiles (radius). The radius is altered by these items:
explosives +1
lubricant-barrel -1
crude-oil-barrel -0.5

One thing is important to know:
The spread is the max radius a projectile can travel. If you have a spread of 50, most bullets won't travel so far.
I tried to place the bullet impact points random but evenly inside the impact area so you don't get a "circle of nukes" (had that, looked extremely stupid).

I think I'll add a FAQ section. There is a lot to know about the mod that is not directly visible ingame.

a month ago

Thanks, that clears it up a lot :)

a month ago

It looks like you have to specifically put the remote launcher into the quick bar and then use it that way. I was trying to click just from the ghost menu and was also confused by the silo message that the rocket was empty. Thanks for clearing that up, although I would consider changing the message from "can't send an empty rocket" to "awaiting target" or something along those lines.

a month ago

The ghost menu won't work, sorry. It's the same with the spidertron-remote and the artillery-remote so there is not much I can do about it.
I think this message appears if you try to launch the missile with the launch button in the silo? That's the same problem, the button is hard-coded in the vanilla gui and can't be removed. There are only two ways to launch a missile, either by logic or with the remote (shortcut and quick-bar both work).

I know that the button is a bit misleading and if I could change it I would.

a month ago

It's fine, it's my fault because I've never used those other remotes so I'm sure that's why others are not having the issue. I'm using the mod now successfully.

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