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I've been kinda working on the building the ICBM so far I've had trouble building it
mostly trying to place the side thrusters without it looking like a freaking brick.
i also saw the whole how to get decoys to help the missile,
avaness's Workshop has leader follower scrips that in theory would let you slave waves of decoys to you ICBM from what i understand of the scrips you can even have them in front of what ever there following of course this requires you to fire more then one missile at a time,
or make one "super sized" missile that breaks apart after lunch into the separate missiles with the aid of timers it could be as simple as explosives set to the timer on ground down armor blocks that link the missiles together so as complex as well.
I've seen you work could probably come up with something way cooler looking
After all real ICBM's are meant to hit cities so jut having one or two way points on there autopilot path would let it mimic the real life flight path.
Use side connectors on your missile and pistons inside your silo walls. When the missile fires the pistons retract at high speed, flush against the wall.
Instead of thrusters have the release be on internal timer blocks. Set them up so that the decoys release before the main payload and let terminal gravity do its' work.
They're all meant to come down on the same target. The decoys act as "fake warheads" - they're there to prevent turrets from targeting the actual warheads during the descent to the target.
Then there's the question about silo depth and top opening size. I can size the silo for a reasonably large small-grid missile. Then what about guidance? I guess all that's needed is an antenna at both ends to drone-fly it to its target. So many questions...so much confusion...
I wish blast doors in this game worked more like hangar doors. One block instead of this "some assembly required" stuff.
Also, to really make a missile silo door, they need to move back a lot faster than the vanilla hangar doors. Silo launch doors, at least here in the US, don't really retract so much as they are thrown clear, moving really fast.
I just wish KSH would add longer hangar doors to the vanilla game! I may have to build the next one with a hangar door mod to get larger doors, depending on what I do.
I'll need to give this idea some more thought.
With a spherical diameter of just under 19 blocks, I've found that setting off a warhead at the surface, spacing down 6 blocks (putting another warhead at the bottom of the 6th block), then spacing down 12 blocks (again, putting the next warhead under the 12th block), and so on that you can produce a very neat cylindrical hole with an inside diameter of 17 blocks and a depth of whatever you want. The actual cross-section of the silo can either be an octagon, dodecagon (12-sided), or hexadecagon (16-sided); I prefer octagonal because it's a lot simpler with which to work when trying to trick-out the interior.
https://youtu.be/lOHHtIVP8Pw?t=210
It'd make you the ultimate PvP or PvE guy, at least on planet. It would also allow you to fuel and launch a rocket in safety.
https://i.pinimg.com/736x/16/44/4a/16444ad128fa366a01602332f91f023c.jpg
Three major facilities, only one visible above ground (aside from the tiny entrances to the launch control facility), and capable of launching a devastating attack on pirate and player bases alike.
You could even put a missile in there that has a Multiple Independent Reentry Vehicle (MIRV) unit on top containing 1-2 warhead stacks and 4-5 decoy stacks to distract turrets!
The enemy wouldn't know which of the six incoming grids were actual warhead stacks and which ones were just decoys!
(Each "stack" would contain 4 warheads or decoys and a merge block. Once the final piece of the missile gets close to the target, the MIRV unit, called a warhead bus, separates each of the stacks.)
Spiff, you've done it again!