Missile
- 59 kg(fuse)
- 57 kg(warhead)
- 115 kg(fuel)
- 36.5 kg(thruster)
- 6.9 kv(fuse)
- 6.7 kv(warhead)
- 11.5 kv(fuel)
- 4.3 kv(thruster)
Missiles are devastating ship weapons that can destroy even the toughest armor plating. They are multi-component weapons, offering some flexibility in construction, and can be configured in various ways with YOLOL. A missile can be activated at any time via the universal tool, but is intended to be launched via a missile launcher.
Parts
Missiles are modular projectiles comprising 4 separate parts, variants of each are available
- Thruster, default or fast
- Propellant tank, default or small and explosive
- Warhead, heat or corrosive damage
- Fuse, contact or proximity
Launcher
While missiles can be launched using a universal tool, they are best used in conjunction with a missile launcher.The missile launcher allows YOLOL to directly interface with the missiles, which can be used to fire missiles at a push of a button - or even automate the process. The launcher can also automatically lock all missiles within it into battery, which is required for the safe transport of the missiles.
Media
More information can be found in this official missile video.
Device fields
Missile
YOLOL field | description | range |
---|---|---|
Detonate | Detonates the missile if set to 1 | 0 - 1 |
Safety | Stops the fuse from detonating the missile if set to 1 | 0 - 1 |
TimerState | Determines whether the timer is active | 0 - 1 |
Timer | Counts up while TimerState is 1, detonates once reaching DetonationTime | 0 - n |
SafetyTime | Need info | -1 - n |
DetonationTime | Time that Timer will detonate the missile | -1 - n |
TriggerRange | Range to trigger fuse | 0 - n |
Thruster
YOLOL field | description | range |
---|---|---|
CurrentThrust | The current thrust value | 0 - n |
TargetThrust | The thrust value the missile will attempt to achieve | 0 - n |
IsActive | Toggle to turn on thruster | 0 - 1 |
To learn more about how to use fields, consult these wiki pages: