Realistic missiles mod.
by
thefinmann
About this Mod
Realistic missile mod guide,
R.M.M turns Trailmakers missile builds into proper guided weapons with different seeker types, radar support, dedicated tracking hardware, countermeasures, RWR warnings, laser guidance, configurable motors, proximity fuzes, and extra steering support for large missiles.
The mod is designed so the parts on your creation actually matter. Your seeker determines what the missile can track, the radar and trackers provide external guidance, the motor provides thrust, and Dynamite acts as the warhead.
IMPORTANT MOTOR SETUP
Every missile motor needs an XOR gate wired to it.
The XOR gate is what actually switches the motor on for flight. R.M.M controls the motor's power curve after activation, but it does not replace the normal Trailmakers logic connection.
Basic missile setup:
- Seeker
- BLACK Thruster or Rocket Thruster
- XOR gate wired to the motor
- Dynamite
- A way to detach/release the missile
SEEKER TYPES
Only the Cone 1x1x2 is used as a seeker.
PURE RED – IR Seeker
Tracks aircraft heat.
Maximum steering rating: 50G.
Approximate seeker range: 900 m.
Can be fooled by flares.
Does not trigger the target's RWR.
TRUE BLUE – Radar Seeker
Maximum steering rating: 30G.
Uses radar/tracker command guidance before the missile's own seeker has the target.
Can be guided even when the target is outside the missile's seeker cone.
Once the missile seeker captures the target, it goes PITBULL and becomes autonomous.
Chaff works against it after pitbull.
Radar missiles trigger RWR warnings.
FLAME ORANGE – ATGM Seeker
Designed for ground targets.
Maximum steering rating: 20G.
Prefers engine-type targets and Marine Propulsion.
Uses lofted guidance at longer range.
Ignores flares and chaff.
Selecting an ATGM seeker automatically presets the nearest missile motor to 100 → 200 power.
BLACK – Laser Seeker
Maximum steering rating: 10G.
Follows a laser point from a PURE RED Sphere Eye.
Ignores flares and chaff.
Does not trigger RWR.
Selecting a laser seeker also presets the nearest missile motor to 100 → 200 power.
MISSILE MOTORS
Supported missile motors:
- BLACK Rocket Thruster
- BLACK normal Thruster
Default motor values:
Start Power: 200
Max Power: 400
Ramp Time: 5 seconds
Burn Time: 10 seconds
These values can be changed in the Build Mode editor.
Remember: the motor still needs an XOR gate wired to it so it can actually be switched on for flight.
WARHEADS
Dynamite acts as the missile warhead.
Guided missiles use a 5 m proximity fuze, so they do not have to physically ram the target to detonate.
FIRE-CONTROL RADAR
Use a TRUE BLUE Distance Sensor.
This becomes the launching aircraft's fire-control radar.
Approximate radar range: 5 km.
Up to 10 contacts can be displayed.
Default controls:
Left Ctrl = change radar mode
G = select target / lock target
Radar controls can be changed in Build Mode.
RADAR MODES
SEARCH
Scans for targets and displays contacts.
Press G to cycle through them.
TWS
Track While Scan.
Keeps scanning while maintaining target information.
Useful for engaging multiple targets.
STT
Single Target Track.
Used for a dedicated hard lock on one target.
RADAR TRACKERS
Supported tracker blocks:
- BLACK Dish Antenna
- BLACK Flat Eye
Each tracker gives one tracking channel.
Example:
Tracker 1 → Target A
Tracker 2 → Target B
Tracker 3 → Target C
Trackers are assigned to targets, not directly to missiles.
When you fire a radar missile, it inherits the target you currently have selected or locked.
Example:
Target A selected → fire → that missile gets Target A
Cycle to Target B → fire → the next missile gets Target B
Once launched, a missile keeps its assigned target.
Multiple missiles can use the same tracker if they are all attacking the same target.
If every tracker is occupied and you manually select another target, the oldest tracker is recycled onto
R.M.M turns Trailmakers missile builds into proper guided weapons with different seeker types, radar support, dedicated tracking hardware, countermeasures, RWR warnings, laser guidance, configurable motors, proximity fuzes, and extra steering support for large missiles.
The mod is designed so the parts on your creation actually matter. Your seeker determines what the missile can track, the radar and trackers provide external guidance, the motor provides thrust, and Dynamite acts as the warhead.
IMPORTANT MOTOR SETUP
Every missile motor needs an XOR gate wired to it.
The XOR gate is what actually switches the motor on for flight. R.M.M controls the motor's power curve after activation, but it does not replace the normal Trailmakers logic connection.
Basic missile setup:
- Seeker
- BLACK Thruster or Rocket Thruster
- XOR gate wired to the motor
- Dynamite
- A way to detach/release the missile
SEEKER TYPES
Only the Cone 1x1x2 is used as a seeker.
PURE RED – IR Seeker
Tracks aircraft heat.
Maximum steering rating: 50G.
Approximate seeker range: 900 m.
Can be fooled by flares.
Does not trigger the target's RWR.
TRUE BLUE – Radar Seeker
Maximum steering rating: 30G.
Uses radar/tracker command guidance before the missile's own seeker has the target.
Can be guided even when the target is outside the missile's seeker cone.
Once the missile seeker captures the target, it goes PITBULL and becomes autonomous.
Chaff works against it after pitbull.
Radar missiles trigger RWR warnings.
FLAME ORANGE – ATGM Seeker
Designed for ground targets.
Maximum steering rating: 20G.
Prefers engine-type targets and Marine Propulsion.
Uses lofted guidance at longer range.
Ignores flares and chaff.
Selecting an ATGM seeker automatically presets the nearest missile motor to 100 → 200 power.
BLACK – Laser Seeker
Maximum steering rating: 10G.
Follows a laser point from a PURE RED Sphere Eye.
Ignores flares and chaff.
Does not trigger RWR.
Selecting a laser seeker also presets the nearest missile motor to 100 → 200 power.
MISSILE MOTORS
Supported missile motors:
- BLACK Rocket Thruster
- BLACK normal Thruster
Default motor values:
Start Power: 200
Max Power: 400
Ramp Time: 5 seconds
Burn Time: 10 seconds
These values can be changed in the Build Mode editor.
Remember: the motor still needs an XOR gate wired to it so it can actually be switched on for flight.
WARHEADS
Dynamite acts as the missile warhead.
Guided missiles use a 5 m proximity fuze, so they do not have to physically ram the target to detonate.
FIRE-CONTROL RADAR
Use a TRUE BLUE Distance Sensor.
This becomes the launching aircraft's fire-control radar.
Approximate radar range: 5 km.
Up to 10 contacts can be displayed.
Default controls:
Left Ctrl = change radar mode
G = select target / lock target
Radar controls can be changed in Build Mode.
RADAR MODES
SEARCH
Scans for targets and displays contacts.
Press G to cycle through them.
TWS
Track While Scan.
Keeps scanning while maintaining target information.
Useful for engaging multiple targets.
STT
Single Target Track.
Used for a dedicated hard lock on one target.
RADAR TRACKERS
Supported tracker blocks:
- BLACK Dish Antenna
- BLACK Flat Eye
Each tracker gives one tracking channel.
Example:
Tracker 1 → Target A
Tracker 2 → Target B
Tracker 3 → Target C
Trackers are assigned to targets, not directly to missiles.
When you fire a radar missile, it inherits the target you currently have selected or locked.
Example:
Target A selected → fire → that missile gets Target A
Cycle to Target B → fire → the next missile gets Target B
Once launched, a missile keeps its assigned target.
Multiple missiles can use the same tracker if they are all attacking the same target.
If every tracker is occupied and you manually select another target, the oldest tracker is recycled onto
Recent Updates
14 Sep @ 9:44pm
14 Sep @ 9:41pm
14 Sep @ 9:18pm
14 Sep @ 7:36pm
14 Sep @ 7:14pm
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Platform
Steam Workshop