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Mekanism Missiles

Mekanism Missiles

Adds missiles/ICBM in "Mekanism style". Missiles are launched from buildable multiblock silo.

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Mekanism Missiles

Adds missiles/ICBMs in "Mekanism style", and radars to see them coming. Missiles are launched from a buildable multiblock silo. You can check how to build the silo in the gallery, or in game with Ponder.

A missile is assembled from parts in the launch controller: engine, airframe, guidance, fins and warhead. The parts you pick decide the missile class and its attributes: range, speed, accuracy and flight path.

Warheads come from the required dependency: Mekanism Nuclear Weapons & Explosives.

Can be fully automated: parts and solid fuel go in through Mekanism logistical transporters, liquid propellant through chemical pipes, power through cables. Missiles can be launched with redstone, and the controller emits a comparator signal based on how complete the missile is.

Missiles keep flying and still hit their target when they cross unloaded chunks.

Building the silo

  • Tier 1: 3x3 pad, corner pillars 3 tall
  • Tier 2: 5x5 pad, 2x2 corner pillars 4 tall
  • Tier 3: 7x7 pad, 3x3 corner pillars 5 tall

Bigger airframes need bigger silos. The controller tells you which tier you built and which one you need. Holding a part over a slot that won't take it tells you why.

A destroyed silo with a fuelled missile in it explodes. The more fuel, the bigger the blast.

Missile parts

Engines (thrust and fuel)

  • Rocket Engine (solid)
  • Composite Solid Motor (solid)
  • Liquid Rocket Engine (liquid)
  • Liquid Rocket Engine II (liquid)
  • Cryogenic Rocket Engine (liquid or cryogenic)
  • Fusion Drive (exotic)
  • Antimatter Torch Drive (exotic)

Airframes (fuel capacity, mass, biggest warhead, silo tier needed

  • Rocket Body (tier 1 silo)
  • Light Airframe (tier 1 silo)
  • Heavy Airframe (tier 2 silo)
  • Silo-Class Airframe (tier 3 silo)

Guidance (CEP - accuracy)

  • Rocket Nose Cone
  • Inertial Guidance Unit
  • GPS Guidance Unit
  • Terminal Seeker

Fins tighten accuracy, Vectoring Vanes are needed for cruise missiles.

  • Fixed Fins
  • Grid Fins
  • Vectoring Vanes

Warhead: any bomb from Mekanism Nuclear Weapons & Explosives. An airframe doesn't accept a warhead that is too big for it, and a heavy warhead reduces range.

A missile with thrust to weight (T/W) under 1 won't clear the gantry. It stalls and falls back down with a live warhead.

Missile classes

The controller works out the missile class from the parts you used, and each class flies a different profile:

  • SRBM: light airframe on a solid motor. Stays low and fast, depressed trajectory.
  • MRBM: light airframe on a liquid engine. Ballistic arc.
  • IRBM: heavy airframe on a Liquid Rocket Engine II. Lofted arc.
  • ICBM: cryogenic or exotic engine on a heavy or silo-class airframe. Climbs above the world and comes back down.
  • Cruise: vectoring vanes plus Inertial Guidance or better, on any airframe except the Silo-Class. Hugs the terrain the whole way to the target.

Fuel

Solid fuels go into the fuel slot as items, liquid propellants are piped into the controller's chemical tank (or loaded by right clicking the controller).

  • Black Powder Grain (solid)
  • Composite Grain (solid) - Black Powder Grain + Nitrogen in a Chemical Injection Chamber
  • Kerolox Propellant (liquid) - Kerosene (coal in a Chemical Oxidizer) + Oxygen in a Chemical Infuser
  • Hypergolic Propellant (liquid) - Kerolox + Nitrogen in a Chemical Infuser
  • Cryogenic Propellant (cryogenic) - Hydrogen + Oxygen in a Chemical Infuser
  • Deuterium-Tritium Cell (exotic)
  • Antimatter Fuel Pellet (exotic)

Each engine only burns the fuels it was built for. Cryogenic propellant slowly boils off while the missile waits on the pad, so you can't keep one fuelled forever. The launch controller needs power for fuelling and launching.

Targeting

You can type coordinates directly or use the GPS Targeter: right click a block to lock its coordinates, then right click a launch controller.

The launch controller shows you the missile info before you fire: class, flight profile, cruise speed, climb rate, delta-v, thrust to weight, mass, maximum range, CEP (accuracy), silo tier needed, warhead tier, fuel type and fuelling progress. Hover over any value to see what it means and how to change it.

Launch boost

  • After launch the missile climbs straight up before it turns toward the target. Set how high in the Boost field of the launch controller (12 blocks by default).
  • The shaft above the rocket has to be open that high. One block wide is enough. Anything in the way stops the missile and the warhead goes off right there.
  • Raise the boost to fire out of a deep shaft or from under an overhang. Every block above the standard boost costs 0.5% of the range.
  • If hills or trees block the start of the arc, the missile keeps climbing on its own until the arc clears them.

Early Warning Radar

  • Needs power and tracks every missile in the air it can see. Right click it to open the tracking console.
  • 3 tiers: on its own it is tier 1. Put a 3x3 platform of Radar Array Panels directly under it for tier 2, or a 5x5 platform for tier 3. Higher tier = more range.
  • What the radar can see depends on the missile. An ICBM above the world is visible from very far away, a ballistic missile shows up once it has climbed, and a cruise missile is only seen from close up and only if the radar can actually see it. Hills and buildings hide it.
  • Bigger airframes are easier to see, small ones are harder.
  • Comparator signal based on time to impact: far away is 1, about to hit is 15.

Warning Siren

  • Takes its contacts from any radar within 64 blocks and sounds off when something is going to land near it, warning everyone nearby with the impact coordinates and the time left b efore impact.
  • Puts out a redstone signal the whole time it is going off.
  • Right click it to see what it is doing: no radar in range, radar has no power, tracking something but nothing landing near here, all clear, or what is inbound and how long you have.

Create Aeronautics (Sable)

On NeoForge 1.21.1 the silo, the radar and the siren also work on Sable (Aeronautics)ships:

  • A missile fired from a ship starts where the ship is in the world and flies to world coordinates. While it climbs it ignores the ship it was fired from.
  • A missile that flies into a ship blows up at the ship. With Mekanism Nuclear Weapons & Explosives 1.8.0 or newer the blast also destroys and melts the ship's blocks; older versions leave the ship itself undamaged.
  • The GPS Targeter aimed at a ship stores the ship's world position.
  • A radar on a ship tracks missiles from where the ship is.

Ponder

With Ponder (or with Create) installed, hold W over the launch controller, the silo casing, any missile part or fuel, the GPS Targeter, the radar or the siren to watch how it works

Config

Mod can be configured in the config file, usually: %appdata% -> .minecraft -> config -> mekmissilesconfig.properties

Silo height, cruise altitude, speed, range, launch boost and its range cost, auto climb, fuel tank, energy, boil off, cruise terrain following, radar range and power, siren range and more.

Requirements

  • Mekanism
  • Mekanism Nuclear Weapons & Explosives 1.7.1 or newer
  • Optional: Sable 2.0.5 or newer (Create Aeronautics)

In development, many more features coming.

FAQ

I have an issue / bug / crash / report / request, where can I contact you about it ?

Use my Discord server, you can join on this link: https://discord.gg/y366spsSjv

Can I put this mod into my modpack ?

Yes you can but you can't repost the mod on an another website.

Does this mod support servers ?

Yes it does.

Партнёрский материал

Как поиграть с друзьями с модом Mekanism Missiles?

Мод Mekanism Missiles куда интереснее в компании: поднимите сервер Майнкрафт с уже установленным модом, позовите друзей и играйте по своим правилам. Хостинг Майнкрафт для мода Mekanism Missiles будет готов за пару минут - BungeeHost сделает всё за вас.

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Minecraft: Java Edition

1.21.x1.20.x

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Опубликован:3 месяца назад
Обновлён:2 дня назад
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