RimWorld

RimWorld

Cruise Missiles [abandoned]
66 Comments
Tundra C. 18 Sep, 2022 @ 8:38am 
Is it possible for a bioweapon version of the cruise missile ? I think it would be a good addition but that would require a separate mecanic that simulates the effects of the bioweapon. What do you think mod dev?:cozytreshcone:
Azrael 17 Sep, 2022 @ 12:20pm 
Anyone around to make this CE usable?
mr.matthew 13 Sep, 2022 @ 12:52pm 
I really like this mod, would be nice if you can add multi-rail systems to cover a larger area like a whole enemy base. Could be more expensive and heavier of course. It annoys me that I have to take many upon many of the mobile launchers to conduct a destructive assault before enemy troops reach me
Frank the tank 24 Aug, 2022 @ 4:56pm 
Cant choose tile to target.. i do have ground targeting installed but wont see any buttons or anything to targeting a tile etc
ApenasLink 8 Aug, 2022 @ 2:40pm 
Might I suggest a AP missle? Unless I'm using antigrain it is very wasteful to kill heavy mechanoids because the normal missles do so little damage to them. A AP missle that does massive damage to a single target would be fitting.
Gravius  [author] 8 Aug, 2022 @ 4:19am 
@Blue
Usually this thing is caused by some other mods, so...

1) Is there a Combat Extended in your mod list? (this mod is CE incompatible)
2) Are you using storage mods, such as LWM's Deep Storage? If yes, make sure that the storage is accessible (not in a locked room, for example) and is not reserved by other pawn. Also, try to make some small stockpile for the missiles only and try to load the launcher again.
Blue 6 Aug, 2022 @ 6:03pm 
@Gravius

I made a missile and tried to load it, but
'xxx found no nearby unreserved shell for steel Cursing Missile Launcher (stationary)' and the missile cannot be loaded into the launcher.

How can I load the missile?
Gravius  [author] 9 Jul, 2022 @ 12:44pm 
@| CaptainIceland |
For this you will have to install the Vanilla Furniture Expanded: Security. As i wrote in a my mod description, if you will install VFE:S, then the missile launchers will be able to send the missiles to other locations.
To be exact, select the missile launcher (the building), and then look at square buttons (where is a commands like "Hold fire", "Target here", "Deconstruct", "Uninstall" and so on) - one of these will be the long range fire button.

@ spam.this
I rarely play this SOS, so i am not sure, but probably yes, it is possible. I will try to do this.
Gravius  [author] 9 Jul, 2022 @ 12:44pm 
I'm sorry for answering so late. I solved most of my offline problems, so i hope to return to work on this mod soon.

@Witch ~
This error is a result of an intentional edit of configs, and will not negatively affect the gameplay. I tried to make the stationary launcher to be, well, stationary (non-minifiable). I tried to make it work somehow else, without this error, but the only working options was that one which causes this message to appear in the log.
Witch ~ 25 Jun, 2022 @ 5:14am 
config error in my log
Config error in CM_Launcher_Stationary: is not minifiable yet has thing categories (could be confusing in thing filters because it can't be moved/stored anyway)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
| CaptainIceland | 12 Jun, 2022 @ 11:04am 
How do you target other areas in the world?
dennis 26 May, 2022 @ 1:33pm 
Could you add a option to use the SOS torpedos as amunition?
KhanTheMad 21 May, 2022 @ 11:25am 
feels bad would love this mod if it would vibe with CE
Gravius  [author] 20 May, 2022 @ 8:38am 
@fishmonger
I think that yes. My apologies. Recently i reinstalled the Rimworld, and forgot to copy the original folder of the mod to other place. To do an update, i downloaded this mod from the workshop, made a local copy via mod manager, and then i did rename it into something like "CruiseMissiles". I did not remember how i named the original mod folder, so the new name may be different, which is (i think) may cause the described issue.

Anyway, try to redownload the mod and activate it; it should work just as before. If there is no ongoing sieges, the save should be loaded without problems.
fishmonger 20 May, 2022 @ 8:13am 
Hi, when I tried to load last night save, it is treated as a different mod/not available. Does it have to do with its removal from the raiders?
Gravius  [author] 20 May, 2022 @ 7:08am 
@GLONASS
I tried to make it so that these missiles can be shot only from cruise missile lauchers, so it cannot be shot from mortar. Probably it also makes impossible to launch cruise missiles from SRTS planes, but i have not checked it yet.
GLONASS 19 May, 2022 @ 12:49am 
I‘m interesting that the SRTS and the expend like the Aircraft and bombs can carry the missile to used it to air strike?
Gravius  [author] 11 May, 2022 @ 1:32am 
@ShivKnight
Hmm, it seems that i have to remove mortars tags from launchers, so raiders won't build these launchers anymore - there is no other ways to fix that without coding, sadly. (will be done ASAP)
ShivKnight 10 May, 2022 @ 11:52pm 
Im seeing alot of siege raids trying to build cruise missile launchers. They either fail without the high enough skills of fail because the raids dont arrive with missiles. Is there a way to fix that?
Joshyan 28 Apr, 2022 @ 7:11am 
We have another war crime now (Ban weapon : Cluster bomb) :D
Sven 25 Apr, 2022 @ 10:16pm 
Love the new thermobaric effect!
Gravius  [author] 23 Apr, 2022 @ 3:56am 
@malachimcbrayer5
It means that there is no (free) missile in your stockpile. In Rimworld, the items in stockpile can be reserved by colonist (which is going to take it), so it won't be taken by someone else.

In your case, also, click on the missile launcher and check the list of allowed missiles (it's the list of missiles, where you allow the desired missiles and forbid the missiles which you don't want to use). For example, if you want to shoot HE missiles, then allow it in the launcher's list and make sure that you have some of these missiles in your stockpiles.
malachimcbrayer5 22 Apr, 2022 @ 5:42pm 
Dumb question but what exactly does it mean by unreserved missle. Ive been trying to load the launchers but i cant figure out how
Gravius  [author] 22 Apr, 2022 @ 3:16am 
@KatterMaw
Oh. I'd like to help you with this bug, but i am absolutely helpless here. Please, write about this bug to the authors of the SOS 2 and VFE:S; maybe, eventually they will fix this issue.

Anyway, thanks for the testing! I will add the warning to the mod description.
KatterMaw 22 Apr, 2022 @ 2:39am 
@Gravius
Your assumption about the incompatibility of SOS and VFE:S was confirmed, the artillery was also missing.
Sven 21 Apr, 2022 @ 5:34pm 
Awesome, and thanks for replying! ^^
EliotXII 21 Apr, 2022 @ 3:33pm 
ty man
Gravius  [author] 21 Apr, 2022 @ 3:30pm 
Preparing an update. Unfortunately, it shall be incompatible with older versions: when you will load the old save after update, the HE missiles will disappear, and you will get some errors in the console.

Actually, this update is ready for upload, but i think that it's wrong to do such an updates without warning. I will update the mod somewhere at 23.04.2022, after 09:00 UTC. (by UTC now it's 21.04.2022, about 22:30)
Gravius  [author] 21 Apr, 2022 @ 12:41pm 
@EliotXII
Hmmm, it's strange, as the missile's range is 500 tiles - it should cover an entire map without any problems. I will increase the range to 1000 tiles, maybe it will help.

@KatterMaw
Looked at logs. As for now, i suspect that it may be caused by some incompatibility between VFE-S artillery code and code of the SOS 2. If you can, please, do an experiment: install an artillery from VFE-S, send the ship to space and land it, then check if artillery disappears.

@Sven
Initially i planned to call the thermobaric missile as missile with cluster warhead or something like this, but there is no way to add the bomblets, so in the last moment i renamed it into the thermobaric.
Anyway, yes, i will give an incendiary effect to thermobaric missiles in the next version. (and add the missile that will work as current version of the thermobarics, so there still will be an option to do some big low-damage explosion)
EliotXII 21 Apr, 2022 @ 11:19am 
@Gravius Local range, Very short
I tried to destroy a mechanoid infestation that appears almost at the edge of the map, and the missile didn't go there, while my inaccurate 90mm cannon had range
KatterMaw 21 Apr, 2022 @ 11:12am 
Bug with Save Our Ship 2: installed a Large hardpoint on the ship, put a Cruise Missile Launcher on it, everything is fine when taking off into space, but when landing the gun disappears, and only it. Logs: https://gist.github.com/HugsLibRecordKeeper/262c266bb0c527f5afbe6837f03e6899
Sven 20 Apr, 2022 @ 4:23pm 
Liking the mod so far!

Just one suggestion, the thermobaric missile should have an incendiary effect. They basically make a big fireball in real life iirc. It'd be cool if instead of a larger blast radius, they made a big area of fire. But you do you of course, great mod either way!
Gravius  [author] 20 Apr, 2022 @ 8:46am 
@bucket
Unfortunately, it can be done only by writing new code for bombardments.

@EliotXII
Where? Local range (within colony/locaton), or global (bombardment)?
bucket 20 Apr, 2022 @ 7:52am 
any way to increase missile accuracy for bombardments on other tiles?
EliotXII 19 Apr, 2022 @ 4:09pm 
very short range
Gravius  [author] 19 Apr, 2022 @ 4:11am 
@Oskar Potocki
Yes, i did not think this moment through. My apologies. I'll change the description to sound more neutral.
Oskar Potocki 18 Apr, 2022 @ 5:03pm 
"and it can be fixed only by the author of the VFE:S."

Well, it's not a bug tho. For VFE-S, it's working as designed. You can patch in your own functionality but don't make it sound like we're breaking things just because they don't work like you want them to work :P

Great mod though, always wanted cruise missiles but never knew how to bite them. This is a great execution.
sigmaMGE 2.0 18 Apr, 2022 @ 12:12pm 
@Gravius, that is, there is no long-range option?
Gravius  [author] 18 Apr, 2022 @ 8:38am 
@Abrikos75
... damn, i forgot about VFE:S support in my mod when i was writing previous answer. I know, it sounds ridiculous, but yes. I'm sorry. You are right.
sigmaMGE 2.0 18 Apr, 2022 @ 7:48am 
@Gravius, but in this mod, rockets are launched over long distances on the map, why can't you do this in your next modifications?
Gravius  [author] 18 Apr, 2022 @ 1:33am 
@Abrikos75
I probably will do the rocket artillery as a separate mod. Not sure about the long-range artillery, as it won't shoot to distant locations (for this i'll have to write a code, and i have no coding skills), but i can do a mod with just some howitzer - though, it probably means a reinventing a wheel, as there is a plenty of artillery mods already.

About MLRS: i can make it, but it will shoot only one type of missile (which is not good), as Rimworld does not allow to make turrets with both ammo clips and changeable ammo type. I have an idea for the possible solution, but have not tried it yet. I'll try it during work on rocket artillery mod.

@Alien_Halls #TôB
Yes, but for this you will have to install the Ground Targeter mod (link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2356822769 ). I use it too.
Alien_Halls 17 Apr, 2022 @ 5:13pm 
Can i chose the tile it should hit?
mynameactually 17 Apr, 2022 @ 12:58am 
"...turn it into another way to commit war crimes?" lmao.
Wonder if I'll see any playthoughs with this in it. With the desription, may be something Samael Streamer may be interested in. lol
sigmaMGE 2.0 17 Apr, 2022 @ 12:25am 
Maybe you will make it possible in your fmod to make a multi-barrel rocket launcher? MLRS ?
sigmaMGE 2.0 16 Apr, 2022 @ 6:04am 
A great mod for rimworld, I hope it is well balanced, I would also like to see long-range artillery and rocket artillery in this mod
Gravius  [author] 16 Apr, 2022 @ 12:28am 
@Lekoda
I'd like to animate it too, and initally wanted to do it, but it is impossible to animate the graphics without writing a code for this, because the Rimworld has no functionality for creating of the animations without additional code. (and this is why all the mods with animations are using the .dll-files - for cool ICBM launchers in Rimatomics, for Yayo's animations, etc.)

I'd like to make some code for making the missile work as i want to (so stationary launcher would have an opening hatch, the missile have a smoke trail and a realistic trajectory, and artillery functioncal with realistic accuracy), but i don't know C# and other things required for this.
Gravius  [author] 16 Apr, 2022 @ 12:27am 
@Thundercraft
Sadly, no. It is only the first half of the incompatibility. The problem is that Combat Extended uses absolutely different system to handle the ranged weaponry. In the vanilla Rimworld an accuracy of weapon is defined by probability, by chance to hit, like it's a tabletop game, where you throw the dice and then doing some calculations to get a result: will the bullet hit the enemy or not.

In the Combat Extended ranged combat is based on ballistics, like in action games (such as Battlefield, S.T.A.L.K.E.R. and others), and instead of percent to hit the game uses such parameters as dispersion.

So, to make this mod work in CE (even without VFE-S artillery functionality), i have to remove the vanilla stats and add the CE-style stats (such as dispersion, efficiency of sights and some other stuff which does not exist in vanilla Rimworld, but is essentialy required in CE).
Lekoda 15 Apr, 2022 @ 5:54pm 
I can the underground graphic. i just need to find a suitable one on the internet. I also wanna know how to animate it.
Lekoda 15 Apr, 2022 @ 5:53pm 
I love them!