The RGM-240B Dictator is a Ship to Surface Cruise missile with a 10km-44km range and a max speed of Mach 2.47.
How to Launch:
1: Select Your target and target it (it must have a range of at least 10 km)
2: Press Launch
3: Enjoy!
Side note:
This missile can also function as a SAM with a ceiling of 10 km
Upvote if you like it
Credits:
Program by @Ecor
Program modified and fitted by @Periodic (me)
GENERAL INFO
- Predecessor: RGM-240A Dictator
- Successors 1 craft(s) +7 bonus
- Created On: iOS
- Game Version: 1.2.212.0
- Price: $2,139k
- Number of Parts: 20
- Dimensions: 10 m x 2 m x 2 m
PERFORMANCE
- Total Delta V: 1.4km/s
- Total Thrust: 423kN
- Engines: 1
- Wet Mass: 7,354kg
- Dry Mass: 4,005kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
2 | 1 | 1.4km/s | 423kN | 10s | 4,296kg |
16 Comments
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94 Thwarptide
Don’t rush to get’r done. Family first, life events second etc. I likely won’t be available to download anything from Friday through the weekend. I’m having surgery Friday morning.
I’ve posted the 240B variant. (RGM 241 XR Tyrant)
https://www.simplerockets.com/c/h890jx/RGM-241-XR-TYRANT
Sure hope you enjoy it. -
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94 Thwarptide
Well, apparently you got sidetracked with life stuff. No time to tweak out the C&D variants just yet.
But, I have been fascinated with this new one and the Vizzy program. While I still don’t understand the bulk of it yet, there’s some aspects I do. So through trial and error. Some mod’s, tweaking; and testing, insane amounts of testing….things got implemented into this build during the process. Before you know it, I came up with an Extended Range variant (slightly longer, but not massively). It has a range between 10 and 110km. It really shines between 40 and 100km. It’s a bit more accurate too. It hasn’t missed your Boom Tank yet; and a couple of times, completely obliterating it (no turret, no base, just a few parts scattered over a few km.
I’ll likely upload it this evening or tomorrow. -
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94 Thwarptide
@Periodic looking fwd to it too! 👍 Also, thanks for the advice on how to beef up explosive yields. I beefed it up on this particular missile to a 3 which is I think 100k (9 is way too much). Beautiful pressure wave and blast that can be seen from space without being over dramatic. It’s a very nice tactical nuke type blast.
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1,562 PeriodicAerospace
@Thwarptide I usually multiply the explosiveness with numbers like 10,000, 20,000, or even 30,000.
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94 Thwarptide
@Periodic Oh I see. I think you add a new modifier. In this case “Explosiveness” then tinker away with the numbers??
Looking forward to your upload 👍
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94 Thwarptide
@Periodic frickn outstanding!
How did you increase the yield beyond the limits of the tinker panel (1,000) -
1,562 PeriodicAerospace
@Thwarptide I increased the yield by using the tinker panel to make it more realistic, an upcoming variant of this missile which I will be posting today (3/16/2024) is "nuclear " and has an explosive yield of 100,000+
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94 Thwarptide
I truly appreciate the effort you put into this and the first version; and what a labor intensive effort too. I can see the improvement in B version. I am by no measure a vizzy engineer. I’m actually just now starting to learn it. But I can see that putting yours together and the mind bending amount of fine tuning it took.
I counted my attempts to use the missile and out of ten launches, it hit the stationary targets 9 times. The only miss was by inches. I’m going to see how it performs against a moving target. I will assume at first that it may not be as successful.
But if I may suggest a couple challenges for you because I think you’re definitely capable.
1. I saw this done before, but I saw where a designer actually increased the explosive yield to 10,000, which blew my Sox off. I’m almost certain that he tweaked game file codes to do so.
I’d like to see you implement that if possible.
2. A missile with greater range such as perhaps an ICBM. 500-1000 miles (KM) would be just as impressive! -
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@Thwarptide Good Luck with your Surgery!