How to launch a missile [NTM/HBM] HBM's nuclear technology

This tutorial is set by the author to use the CC By-NC-SA protocol.

It's still the same time, no picture, and short, but it is clear enough.

First of all, we must find out the classification of missiles. There are three types of missiles: integrated, combined type, custom type.

Integrated type: The missiles made with the assembly machine are all integrated, such as thermal nuclear missiles, bunkers destroyed ammunition, and heat -up missiles.

Combination type: The missiles made with small missile [to be equipped] are combined, such as pollution missiles, black hole missiles, EMP missiles.

Custom type: Needless to say, all of which are made with missiles.

These three missiles need to be classified.

About the launch table:

Missile launcher: It can launch a body type and combined missile.

Compact launchers: You can launch a custom missile using No. 10 bomb body.

Large -scale launcher: You can fire all custom missiles.

By the way, the compact launch pads and large transmitted tables are multi -square structures.

Objective setting:

There are 3 target indicators in the game, of which manual target indicator is best used.

How to use:

Manual target index: right -click to open the GUI and enter the coordinates of the target.

Remote target index: Right -click the coordinates of the blocking block, you don't have to get enough.

Short -range target indicator: Right -click on a block that is enough to bind his coordinates.

Then put the index that is bound to the target into the missile launcher, and then go to the middle of the collision volume of redstone signal or ignite it with a laser explosor to successfully launch.The indicator is not a consumable.

For the other two multi -blocks of launch pads, the redstone signal must be connected to the one directly below the missile.

For a large launching table, there is a place on the left side of the GUI for you to choose your missile size. You must choose the right to launch, otherwise it will not let you launch.Among them, the 20th option is not useless. My 1.7.10 already has a 20th bomb body, liquid fuel, no material, and a 20th warhead, HE, no material.It seems to be WIP and can be launched normally.

Custom missile assembly:

Set the chip, warhead, bomb body, bullet wing (not, but preferably), propeller.

Custom missile warheads, bombs, pusher:

First of all, the size is very important. For example, the No. 10 warhead should be paired with No. 10 bomb or No. 10/15, as well as No. 10 pusher or No. 15 pusher, depending on the bomb body.These are not difficult to understand, there is no nonsense.

Regarding the bomb body and propeller:

The combination of the bomb body is not only related to the size, but also related to the bullet fuel and weight. The bomb body should be matched with a pusher using the same fuel. The pusher needs enough thrust to be assembled.

For example, the No. 10 bombs [就] can only be matched with No. 10 ion pusher (reason: fuel, size).

Use the Custom missile for BF fuel pusher with the 15 BF warhead and the 15 -zero -heater of the 15th with the nuclear heater cannot be assembled (reason: weight) (weight of the 15th BF warhead weighs 7.5T, the pusher is only 5T thrust) (the weight of the bomb body is not counted)

When launching custom missiles, fuel is required in the launch pad.It prompts what should be installed. You can use fluid barrels, general fluid tanks, and oil barrels to add fuel.

Some missiles need a variety of fuels, while the solid fuel missiles are to storage fuel [Rocket Promotional] at the far from the far right.

Summarize the launch process:

Architerate the missile, add fuel, put in the target indicator, pass the redstone signal ...

Then, boom!