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
8 days ago
1.1 - 2.0
20.9K
Combat Circuit network

i Removal of fuel

9 days ago

Please add the ability to remove fuel from the tank, the arrows suggests that it's possible but pumps aren't able to remove fuel now.

An option to select what liquid (or item) the silo uses as fuel would be a great addition too.

9 days ago

Won't be possible. If fuel is removed from the silo between the ticks when the missile strike is ordered and fuel is consumed it could lead to problems. Sorry.
Besides, why would you remove fuel from the tank?

I also thought about different fuel types but nothing else really makes sense. Crude-oil and heavy-oil: Not reactive enough. Petroleum: Gas. Everything else is modded and I won't include modded fuels. An option to include fuel-items is hard to add since I would need to rewrite the whole fuel system for items instead of liquid.

9 days ago

Hi, love your mod!

I would also like a way to either use alternate fuel, or be able to use Rocket Fuel. My main use for this mod is to "clean up" Gleba when attacked, and there is no oil processing on this planet. I play heavily modded (and cheat a bit) so I've resorted to using a "cheat pipe" to fuel the silo; which is fine for my use case but not ideal.

9 days ago

If fuel is removed from the silo between the ticks when the missile strike is ordered and fuel is consumed it could lead to problems.

Then take care of that in the script.

Besides, why would you remove fuel from the tank?

Because it can hold 25k and I want to recover all that when I'm done and won't launch any more missiles, it would also allow me to enable or disable silos using circuits.

I also thought about different fuel types but nothing else really makes sense

This would be rather for mods that add other fuels, Space Exploration used to have liquid rocket fuel for example.

Patrick's idea for solid rocket fuel is worth considering too, I'd vote for that one because it would resemble the way you fuel the space rocket silo.

8 days ago
(updated 8 days ago)

I would also like a way to either use alternate fuel, or be able to use Rocket Fuel. My main use for this mod is to "clean up" Gleba when attacked, and there is no oil processing on this planet. I play heavily modded (and cheat a bit) so I've resorted to using a "cheat pipe" to fuel the silo; which is fine for my use case but not ideal.

Good point, Gleba is a problem. I really like the liquid fueling so I won't remove it but maybe there is a good way around.
Could add a recipe for rocket-fuel "unpacking" to light-oil but that's only a semi good option. Or allow the silo to fill the tank from rocket-fuel items in the payload bay (Also bad, I know but I really don't want to add another dummy-entity that accepts fuel-items >.< there are already 3...)

What would you guys prefer to fuel the silo?

Then take care of that in the script.

25k never felt so terrible much that I wanted to remove it and use it somewhere else.
Making the tank two-way would also require a pump to ensure the silo is full. I wanted to avoid that.

Because it can hold 25k and I want to recover all that when I'm done and won't launch any more missiles, it would also allow me to enable or disable silos using circuits.

Now this is a good idea. An option to disable a silo by circuit-network is something I will add to my todo list.

8 days ago

25k never felt so terrible much that I wanted to remove it and use it somewhere else.

Nothings feels much until it's scarce I guess.

Making the tank two-way would also require a pump to ensure the silo is full. I wanted to avoid that.

Can't you just make it work like a normal storage tank? I haven't played with mods lately so I don't really know.

What would you guys prefer to fuel the silo?

Rocket fuel just like the normal silo.

Now this is a good idea. An option to disable a silo by circuit-network is something I will add to my todo list.

Making the storage tank bidirectional makes that easy though without needing to explicitly add circuit support, I can with a pump empty the silo so it won't launch when it lacks ammo for example.

Another idea: make remotes need to be linked to one or more silos, just like with spidertrons, so you can preset remotes by ammo, location, etc...

8 days ago

Can't you just make it work like a normal storage tank? I haven't played with mods lately so I don't really know.

If it works like a normal storage tank it would equalize the contents with the pipe network. Being able to launch a missile only when the whole system is filled up wouldn't be very convenient.

Rocket fuel just like the normal silo.

But how to add the fuel to the silo if there is no special container for it?

8 days ago

If it works like a normal storage tank it would equalize the contents with the pipe network

That's not bad... I recall though that the silo from Space Exploration had both behaviors, it would fill and not equalize if given liquid fuel but it was possible to remove with a pump too, maybe looking at that mod can give some hint.

But how to add the fuel to the silo if there is no special container for it?

One option may be to do it just like the space rocket silo does but that would make the fuel requirement fixed, perhaps adding another container may work, or maybe using the same container for ammo but with special slots.

8 days ago

That's not bad... I recall though that the silo from Space Exploration had both behaviors, it would fill and not equalize if given liquid fuel but it was possible to remove with a pump too, maybe looking at that mod can give some hint.

If that's possible i'll add it. Have to take a look at those files some time.

One option may be to do it just like the space rocket silo does but that would make the fuel requirement fixed, perhaps adding another container may work, or maybe using the same container for ammo but with special slots.

I'll see what I can do. Maybe I'll add a new optional entity, some kind of "fuel reprocessor" that can only be built next to the silo-tank and converts different types of items into fuel for the missile-silo.

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