
The Rocket entity immediately accelerates to 200m/s speed upon being shot and will not go faster.

This problem does not occur for Larger Ships, as all shooting holes of a Large Ship Rocket Launcher are located further away. The rockets appear in front of the Rocket Launcher's visible holes, meaning that you cannot build a long 40cm-wide (1 small block wide) tube in front of a Rocket Launcher without an accident, because the individual rockets would collide with the sides of your tube. This makes a 2-3 small block obstacle/coverage in front of the launcher's end possible. The entity appears at a ~125cm distance from the Rocket Launcher's end. The entity itself looks identical to the dropped Missile's appearance and its hitbox is similar to it in size. When a Rocket Launcher shoots, a Shot Rocket Entity appears. The trajectory is affected by a significant bullet drop in gravity. Also, when two missiles come within close proximity (about 8m) they will both detonate. To defend yourself against a Rocket Launcher, set your automatic turrets' AI to target "missiles" in flight, attempting to shoot them down. Since the small grid version has no conveyor port, you must click the muzzel to access its inventory and reload ammunition manually.Ī Reloadable Rocket Launcher for small ships is available which can reload through the conveyor system automatically.If a large ship rocket launcher is connected to a conveyor system, it will automatically pull ammo from other inventories as it runs low.They will only accept Missiles as ammunition, of which it can hold four.

The volume is the same for both large and small grid versions. Rocket Launchers have an inventory with a volume of 240L (with Realistic World Settings).

On small grids, its size is 1x1x4 small blocks. It has two lage conveyor ports, one on the back end opposite the muzzel, and one on the bottom. On large grids, the rocket launcher takes up 1x1x2 blocks.
