Difference between revisions of "Missiles and Bombs"
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== Offensive Weapons == | == Offensive Weapons == | ||
+ | <table> | ||
+ | <tr><td>[[Image:BlueSteel.png|left|150px]]</td><td valign="top">'''AS-1 Blue Steel Stand-off Cascade Missile'''</td><td valign="top">The Blue Steel is a large ship-sized missile armed with a 10-megaton quirium cascade warhead, effective at ranges of up to 20km. Although slower and less maneuverable than a conventional missile, the Blue Steel is hardened against both electronic countermeasures and direct laser fire, increasing its survivability in combat situations.<br/>Availability: TL13+ systems, 10,000₢ each.<br/></td></tr> | ||
− | '''AS- | + | <tr><td> |
+ | [[Image:RedPivot.png|left|150px]]</td><td valign="top">'''AS-2 Red Pivot Fragmentation Missile'''</td><td valign="top">The Red Pivot is a medium-sized missile armed with a fragmentation warhead. Upon initial detonation, a collection of bomblets are released which are then exploded via a time-delay fuse. The weapon has a 750m blast radius.<br/>Availability: TL9+ systems, 750₢ each.<br/></td></tr> | ||
− | The | + | <tr><td> |
+ | [[Image:GreenSpark.png|left|150px]]</td><td valign="top">'''AS-3 Green Spark Laydown Fragmentation Bomb'''</td><td valign="top">The Green Spark is a derivative of the Red Pivot missile and is armed with with a similar but significantly larger fragmentation warhead. The weapon is deployed in the form of a mine, and so may be used without a specific target being set into a ship's systems. The wide blast radius of the bomb makes it especially effective against multiple-ship formations or static targets such as asteroids or space stations.<br/>Availability: TL8+ systems, 650₢ each.<br/></td></tr> | ||
− | '''AS- | + | <tr><td> |
+ | [[Image:OrangeTear.png|left|150px]]</td><td valign="top">'''AS-4 Orange Tear Immobilisation Missile'''</td><td valign="top">Popularly known as the 'Lawmaker', the Orange Tear was developed for use by GalCop to help in apprehending fugitives. The missile uses a short-range electromagnetic pulse to temporarily disable a ship's systems, bringing the vehicle to a stop and allowing it to be boarded and searched by law enforcement officers.<br/>Availability: TL10+ systems, 2,000₢ each.<br/></td></tr> | ||
− | The | + | <tr><td> |
+ | [[Image:BlueNeon.png|left|150px]]</td><td valign="top">'''AS-5 Blue Neon High Speed Interception Missile'''</td><td valign="top">The Blue Neon is a small and highly-maneuverable missile designed for use against fast, agile targets capable of outrunning conventional weapons. For maximum speed the missile is equipped with fuel injection, however due to size and weight constraints this results in a relatively small warhead. The Blue Neon in therefore best used to damage and slow down targets, bringing them within range of laser fire or heavier missile weapons.<br/>Availability: TL7+ systems, 50₢ each.<br/></td></tr> | ||
− | '''AS- | + | <tr><td> |
+ | [[Image:YellowChisel.png|left|150px]]</td><td valign="top">'''AS-6 Yellow Chisel Multiple Warhead Anti-Thargoid Missile'''</td><td valign="top">Developed for use by the Imperial Navy against Thargoid warship formations, the Yellow Chisel is a large missile weapon that splits into four independent warheads; each warhead is equipped with a smart seeker head that is able to automatically identify and engage Thargoid ships, significantly increasing the odds of a successful attack. In the hands of Navy pilots, the Yellow Chisel is helping to turn the tide against the Thargoid menace.<br/>Availability: TL10+ systems, 8,000₢ each.<br/></td></tr> | ||
− | + | <tr><td> | |
+ | [[Image:VioletFlax.png|left|150px]]</td><td valign="top">'''AS-7 Violet Flax Electronic Override Missile'''</td><td valign="top">An advanced development of the Orange Tear, the Violet Flax analyses a target's systems and within seconds generates an intelligent software virus designed to strike at vulnerable areas of code within the target's avionics systems. The virus is transmitted by the missile via a short-range electromagnetic pulse, and results in temporary control failure and severe damage to the ship's equipment.<br/>Availability: TL13+ systems, 8,500₢ each.<br/></td></tr> | ||
− | '''AS- | + | <tr><td> |
+ | [[Image:PurpleStrand.png|left|150px]]</td><td valign="top">'''AS-8 Purple Strand Remote Detonation Bomb'''</td><td valign="top">The Purple Strand is a high explosive munition that is deployed in the same way as a mine but is detonated using remote control rather than a time-delay fuse. The weapon is armed once it has reached a sufficient distance from the launching ship, after which it may be detonated using an ECM pulse. The bomb has an effective range of 5km.<br/>Availability: TL10+ systems, 2,000₢ each.<br/></td></tr></table> | ||
+ | ---- | ||
+ | [[File:Missiles & Bombs Icons.png|thumb|400px|right|'''Missiles & Bombs oxp HUD icons''' <br> | ||
+ | '''Vanilla game icons''' (2) <br> | ||
+ | Missile <br> | ||
+ | ECM-hardened Missile <br> | ||
+ | '''Missiles and Bombs .oxp icons''' (8+2) <br> | ||
+ | Cascade Missile <br> | ||
+ | Fragmentation Missile <br> | ||
+ | Fragmentation Bomb <br> | ||
+ | Lawmaker Missile <br> | ||
+ | Interception Missile <br> | ||
+ | Anti-Thargoid Missile <br> | ||
+ | Override Missile <br> | ||
+ | Radio Mine <br> | ||
+ | '''Defence Systems icons''' (2) <br> | ||
+ | Defence Mine <br> | ||
+ | Distress Beacon <br>]] | ||
+ | == Defense Systems == | ||
− | + | '''Chaff Dispenser''' | |
− | + | The Chaff Dispenser allows a pilot to launch bundles of chaff to provide a passive defense against most conventional missiles, including the industry-standard [[Faulcon de Lacy]] HM3 and HMX5 models. Chaff refills, available in bundles of five, may be purchased at shipyards once the dispenser equipment is installed. | |
− | + | Availability: TL8+ systems, 5,000₢ <br/> | |
+ | Chaff refills: TL5+ systems, 500₢ per refill. | ||
+ | |||
+ | '''Defense Mine''' | ||
− | + | The Defense Mine is an anti-missile defense system. Each mine releases four smart missiles, each armed with a small fragmentation warhead, that automatically seek and destroy any other missiles in the immediate area. | |
− | + | Availability: TL10+ systems, 7,000₢ each. | |
− | ''' | + | '''Distress Beacon''' |
− | + | For pilots operating in dangerous territory, the Distress Beacon is an invaluable security precaution. Once deployed, the beacon transmits a distress signal to the nearest police unit, which will dispatch a squadron of ships to assist against any hostile targets. | |
− | + | Availability: TL10+ systems, 700₢ each. | |
− | The | + | == Version Requirement == |
+ | The latest version of Missiles and Bombs is v2.8 requires Oolite v1.79+ to work properly. | ||
− | == | + | == Download == |
+ | Download v2.8 in OXZ format [[Media:Missiles_and_Bombs_2.8.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Missiles_and_Bombs_2.8.oxz}} times). Discussion of this updated version can be found on the [https://bb.oolite.space/viewtopic.php?t=19488 BB Forum here]. | ||
− | ''' | + | Missiles and Bombs (v2.5) is available from Ramirez' Oolite Pages [http://www.arcadia-digital.net/steve/Oolite/Oolite.html here]. |
+ | |||
+ | == Version History == | ||
+ | 2.8, July 2021 (by phkb) | ||
+ | - Made Intercept missile susceptible to ECM. | ||
+ | |||
+ | 2.7, July 2018 (by phkb) | ||
+ | - Added unique missile icon for Intercept missile. | ||
+ | |||
+ | 2.6, March 2018 (by phkb) | ||
+ | - Updated to avoid deprecated AI methods. | ||
+ | |||
+ | 2.5, December 2011 | ||
+ | - fixed a problem with errors caused when missiles have no target | ||
+ | |||
+ | 2.4, December 2009 | ||
+ | - fixed a problem with chaff refills not being available after removing pylon-mounted weapons (compatibility with Oolite v1.73.4) | ||
+ | |||
+ | 2.3, October 2009 | ||
+ | - fixed problem with AI stack overflow on the Override and Lawmaker missiles | ||
+ | |||
+ | 2.2, September 2009 | ||
+ | - minor correction to the equipment.plist to make the Cascade Missile available to all | ||
+ | |||
+ | 2.1, February 2009 | ||
+ | - re-engineered the chaff launcher to avoid having overwrite original missile AIs | ||
+ | |||
+ | 2.0, January 2009 | ||
+ | - fixed the override missile, which was incorrectly damaging players' systems when used against NPCs | ||
+ | - revised the two EMP weapons so that they do not affect stations or asteroids | ||
+ | - made some minor game balancing tweaks | ||
+ | - general renaming of entities for consistency | ||
+ | - use of javascript to manage the chaff launcher more efficiently | ||
+ | |||
+ | 1.2, December 2008 | ||
+ | - incorporated Commander McLane's Status Quo Q-Bomb OXP, which prevents cascade weapons from detonating close to planets and suns | ||
+ | - modified the warning message used with by the electronic override missile shows which system has been damaged | ||
+ | - implemented compatibility changes for Oolite v1.72 | ||
− | + | 1.1, September 2008 | |
+ | - electronic override missile now causes random failure of a ship's systems. Note that the weapon can be used against the player as well as NPC ships. | ||
+ | - defence mine has been modified so that once again it targets incoming missiles. The new missile interception code used in Oolite v1.71.2 makes this more effective than in previous versions of Oolite | ||
+ | - anti-thargoid missile will target any thargoid or thargon ships in the area | ||
− | + | 1.0, May 2008 | |
+ | - full release version to include compatibility with latest Oolite version (1.71.2) | ||
+ | - introduced javascript to manage the fragmentation weapons. Each one is now fitted with a proper Strike Enable Facility to ensure that they can only be activated when given the correct instruction. In previous versions, weapons such as the frag missile and frag bomb were liable to detonate in the event of a collision or explosion | ||
+ | - chaff refills are now only available from the shipyard if the player has a chaff dispenser fitted. | ||
− | + | 0.5, March 2008 | |
+ | - modified chaff so that it is no longer 100% effective and not as persistent. | ||
− | + | 0.4, November 2007 | |
+ | - added a multi-use chaff dispenser. The flares in v0.3 have been modified so that missiles (both standard and ECM-hardened) will lock onto them. The system has then been transformed into a multi-use chaff launcher | ||
+ | - interception missiles now make more use of fuel injection as originally intended | ||
+ | - added the Purple Strand ECM-activated remote detonation bomb. | ||
− | + | 0.3, September 2007 | |
+ | - added the Violet Flax Electronic Override Missile | ||
+ | - added the Distress Beacon | ||
+ | - altered the EMP Immobilisation Missile to have only a temporary effect on targets; ships will now be out of action for only 15 seconds | ||
+ | - further minor tweaks to various stats | ||
− | + | 0.2, March 2007 | |
− | + | - altered the Defence Mine so that its missiles target pirate ships rather than other missiles. This makes it much more useful in combat. | |
+ | - minor tweaks to various stats. | ||
− | + | 0.1, February 2007 | |
− | + | - Initial package containing the following: | |
+ | - Cascade Missile | ||
+ | - Anti-Thargoid Missile | ||
+ | - EMP Immobilisation Missile | ||
+ | - Fragmentation Missile and Bomb | ||
+ | - Interception Missile | ||
+ | - Anti-Missile Defence Mine | ||
+ | - Flare Dispenser | ||
− | + | {{weapon-OXP}} {{equipment-OXP}} |
Latest revision as of 02:10, 29 February 2024
Contents
Overview
Missiles and Bombs is an OXP containing a collection of weapons and equipment available to buy from medium and high tech shipyards. While heavily focused on offensive weapons, the package also provides a selection of defensive equipment that may be particularly useful to pilots operating slower vessels.
Offensive Weapons
AS-1 Blue Steel Stand-off Cascade Missile | The Blue Steel is a large ship-sized missile armed with a 10-megaton quirium cascade warhead, effective at ranges of up to 20km. Although slower and less maneuverable than a conventional missile, the Blue Steel is hardened against both electronic countermeasures and direct laser fire, increasing its survivability in combat situations. Availability: TL13+ systems, 10,000₢ each. | |
AS-2 Red Pivot Fragmentation Missile | The Red Pivot is a medium-sized missile armed with a fragmentation warhead. Upon initial detonation, a collection of bomblets are released which are then exploded via a time-delay fuse. The weapon has a 750m blast radius. Availability: TL9+ systems, 750₢ each. | |
AS-3 Green Spark Laydown Fragmentation Bomb | The Green Spark is a derivative of the Red Pivot missile and is armed with with a similar but significantly larger fragmentation warhead. The weapon is deployed in the form of a mine, and so may be used without a specific target being set into a ship's systems. The wide blast radius of the bomb makes it especially effective against multiple-ship formations or static targets such as asteroids or space stations. Availability: TL8+ systems, 650₢ each. | |
AS-4 Orange Tear Immobilisation Missile | Popularly known as the 'Lawmaker', the Orange Tear was developed for use by GalCop to help in apprehending fugitives. The missile uses a short-range electromagnetic pulse to temporarily disable a ship's systems, bringing the vehicle to a stop and allowing it to be boarded and searched by law enforcement officers. Availability: TL10+ systems, 2,000₢ each. | |
AS-5 Blue Neon High Speed Interception Missile | The Blue Neon is a small and highly-maneuverable missile designed for use against fast, agile targets capable of outrunning conventional weapons. For maximum speed the missile is equipped with fuel injection, however due to size and weight constraints this results in a relatively small warhead. The Blue Neon in therefore best used to damage and slow down targets, bringing them within range of laser fire or heavier missile weapons. Availability: TL7+ systems, 50₢ each. | |
AS-6 Yellow Chisel Multiple Warhead Anti-Thargoid Missile | Developed for use by the Imperial Navy against Thargoid warship formations, the Yellow Chisel is a large missile weapon that splits into four independent warheads; each warhead is equipped with a smart seeker head that is able to automatically identify and engage Thargoid ships, significantly increasing the odds of a successful attack. In the hands of Navy pilots, the Yellow Chisel is helping to turn the tide against the Thargoid menace. Availability: TL10+ systems, 8,000₢ each. | |
AS-7 Violet Flax Electronic Override Missile | An advanced development of the Orange Tear, the Violet Flax analyses a target's systems and within seconds generates an intelligent software virus designed to strike at vulnerable areas of code within the target's avionics systems. The virus is transmitted by the missile via a short-range electromagnetic pulse, and results in temporary control failure and severe damage to the ship's equipment. Availability: TL13+ systems, 8,500₢ each. | |
AS-8 Purple Strand Remote Detonation Bomb | The Purple Strand is a high explosive munition that is deployed in the same way as a mine but is detonated using remote control rather than a time-delay fuse. The weapon is armed once it has reached a sufficient distance from the launching ship, after which it may be detonated using an ECM pulse. The bomb has an effective range of 5km. Availability: TL10+ systems, 2,000₢ each. |
Defense Systems
Chaff Dispenser
The Chaff Dispenser allows a pilot to launch bundles of chaff to provide a passive defense against most conventional missiles, including the industry-standard Faulcon de Lacy HM3 and HMX5 models. Chaff refills, available in bundles of five, may be purchased at shipyards once the dispenser equipment is installed.
Availability: TL8+ systems, 5,000₢
Chaff refills: TL5+ systems, 500₢ per refill.
Defense Mine
The Defense Mine is an anti-missile defense system. Each mine releases four smart missiles, each armed with a small fragmentation warhead, that automatically seek and destroy any other missiles in the immediate area.
Availability: TL10+ systems, 7,000₢ each.
Distress Beacon
For pilots operating in dangerous territory, the Distress Beacon is an invaluable security precaution. Once deployed, the beacon transmits a distress signal to the nearest police unit, which will dispatch a squadron of ships to assist against any hostile targets.
Availability: TL10+ systems, 700₢ each.
Version Requirement
The latest version of Missiles and Bombs is v2.8 requires Oolite v1.79+ to work properly.
Download
Download v2.8 in OXZ format here for Oolite 1.79 or later (downloaded 0 times). Discussion of this updated version can be found on the BB Forum here.
Missiles and Bombs (v2.5) is available from Ramirez' Oolite Pages here.
Version History
2.8, July 2021 (by phkb) - Made Intercept missile susceptible to ECM.
2.7, July 2018 (by phkb) - Added unique missile icon for Intercept missile.
2.6, March 2018 (by phkb) - Updated to avoid deprecated AI methods.
2.5, December 2011 - fixed a problem with errors caused when missiles have no target
2.4, December 2009 - fixed a problem with chaff refills not being available after removing pylon-mounted weapons (compatibility with Oolite v1.73.4)
2.3, October 2009 - fixed problem with AI stack overflow on the Override and Lawmaker missiles
2.2, September 2009 - minor correction to the equipment.plist to make the Cascade Missile available to all
2.1, February 2009 - re-engineered the chaff launcher to avoid having overwrite original missile AIs
2.0, January 2009 - fixed the override missile, which was incorrectly damaging players' systems when used against NPCs - revised the two EMP weapons so that they do not affect stations or asteroids - made some minor game balancing tweaks - general renaming of entities for consistency - use of javascript to manage the chaff launcher more efficiently
1.2, December 2008 - incorporated Commander McLane's Status Quo Q-Bomb OXP, which prevents cascade weapons from detonating close to planets and suns - modified the warning message used with by the electronic override missile shows which system has been damaged - implemented compatibility changes for Oolite v1.72
1.1, September 2008 - electronic override missile now causes random failure of a ship's systems. Note that the weapon can be used against the player as well as NPC ships. - defence mine has been modified so that once again it targets incoming missiles. The new missile interception code used in Oolite v1.71.2 makes this more effective than in previous versions of Oolite - anti-thargoid missile will target any thargoid or thargon ships in the area
1.0, May 2008 - full release version to include compatibility with latest Oolite version (1.71.2) - introduced javascript to manage the fragmentation weapons. Each one is now fitted with a proper Strike Enable Facility to ensure that they can only be activated when given the correct instruction. In previous versions, weapons such as the frag missile and frag bomb were liable to detonate in the event of a collision or explosion - chaff refills are now only available from the shipyard if the player has a chaff dispenser fitted.
0.5, March 2008 - modified chaff so that it is no longer 100% effective and not as persistent.
0.4, November 2007 - added a multi-use chaff dispenser. The flares in v0.3 have been modified so that missiles (both standard and ECM-hardened) will lock onto them. The system has then been transformed into a multi-use chaff launcher - interception missiles now make more use of fuel injection as originally intended - added the Purple Strand ECM-activated remote detonation bomb.
0.3, September 2007 - added the Violet Flax Electronic Override Missile - added the Distress Beacon - altered the EMP Immobilisation Missile to have only a temporary effect on targets; ships will now be out of action for only 15 seconds - further minor tweaks to various stats
0.2, March 2007 - altered the Defence Mine so that its missiles target pirate ships rather than other missiles. This makes it much more useful in combat. - minor tweaks to various stats.
0.1, February 2007 - Initial package containing the following:
- Cascade Missile - Anti-Thargoid Missile - EMP Immobilisation Missile - Fragmentation Missile and Bomb - Interception Missile - Anti-Missile Defence Mine - Flare Dispenser