Missiles & Silos

Table of Contents

    Basic Information

    Missiles can only be launched from Launcher Platforms. There are 3 levels of launching platforms, each one allowing higher missile tiers to be launched from it.

    There are also Launcher Support frames that you can build in order to increase accuracy when firing the missiles. Not using one of these will yield a 45 block inaccuracy when firing missiles. However, note that these aren’t required!

    You also require a Launcher Control Panel to fire your missiles. These require electricity, and a redstone signal in order to fire. In these, you have certain features (e.g x and z coordinates for tier 1 and more for tier 2 and 3), dependent on the control panel level, however you may always use a radar gun to input the target coordinates if you prefer not to do so by hand.

    Setup

    In the picture above, you can see all the silo tiers and how they are set up. There is always a Launcher Control Panel in the front, then a Launcher Platform behind that, and then a Launcher Support Frame in the back, if you want one. In the picture, the control panels are powered by creative energy boxes

    Counter-Battery

    You may use the Search Radar as a counter-battery against enemy ESM Towers. In order to do this, you input the radars location into your missile launcher control panel. When you’ve done this and connected the radar with redstone to said launcher, the silo will launch a missile upon a detected ESM Tower position. However, this will only work once, as the location in the control panel will be changed to the ESM Tower position.


    Silo Tiers

    Here you will get to know what each of the different silo tiers can do and what they require:


    Tier 1

    Tier 1 missile silos can fire tier 1 explosives. The tier 1 control panel lets you choose target x and z position, while the launcher support frame lets you have an inaccuracy of 30 blocks. The control panel requires 10 kJ of electricity at 120 V per missile launch.


    Tier 2

    Tier 2 missile silos can fire tier 2 explosives or below. The tier 2 control panel lets you choose target x, y and z position, while the launcher support frame lets you have an inaccuracy of 15 blocks. The control panel requires 20 kJ of electricity at 240 V per missile launch.


    Tier 3

    Tier 3 missile silos can fire tier 3 explosives or below, and therefore. The tier 2 control panel lets you choose target x, y and z position, and enables the usage of laser designators at a range of 500 blocks. The launcher support frame lets you have an inaccuracy of 0. Thus, you will have pinpoint accuracy! The control panel requires 30 kJ of electricity at 480 V per missile launch.


    Anti-Ballistic Missiles

    Another method of missile defense altogether is to repurpose a missile silo to fire Anti-Ballistic Missiles. This is capable of reaching higher speeds than its Surface-To-Air missile counterpart, and boasts an 85% chance to destroy a missile! However, the silo can only hold five at a time, and must be linked to a Fire Control Radar.

    To link a missile silo to a radar, enter the radar’s XYZ coordinates into the silo where the target coordinates typically go. The MK2 can only be fired with a redstone signal, and the explosives slot must be empty. The Fire Control Radar will emit a comparator signal of 15 if actively tracking a target.

    However, as with the SAM missile, an Anti-Ballistic Missile can only be fired if the incoming missile is more than 100 blocks away. It should be noted that the Anti-Ballistic Missile, while faster, cannot turn as fast due to its size.