RocketSimplicity Posted February 28, 2018 Share Posted February 28, 2018 Here is the output.log . How do I get the KSP.log? https://www.dropbox.com/s/bzoq1ig6wtnjyik/output_log.txt?dl=0 Hope this helps. RS Quote Link to comment Share on other sites More sharing options...
b0ss Posted March 2, 2018 Share Posted March 2, 2018 (edited) Does this have railguns and/or "rods from the gods"? Edited March 2, 2018 by b0ss Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 11, 2018 Share Posted March 11, 2018 I CANT GET THE EFFECTS TO WORK WITHOUT THE EFFECTS THIS IS USELESS PLEASE REPLY i really wanted this to work Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 11, 2018 Share Posted March 11, 2018 I cant get the effects to work plz help Quote Link to comment Share on other sites More sharing options...
CVerts Posted March 12, 2018 Share Posted March 12, 2018 @Coopo Did you install the mod properly? If you did take the file inside the mod's "Gamedata" folder and place it in KSP Gamedata folder correctly, dont forget to also rename the mod file to North Kerbin Weaponry. It should be fixed. @b0ss You're in luck. Railguns and "The rods from gods" exists in the mod. The rods are named Kinetic Bombardment Weapon, be sure to have it impact it's target >100m/s for it to be effective. Quote Link to comment Share on other sites More sharing options...
KAO Posted March 13, 2018 Share Posted March 13, 2018 I have installed the mod and I am seeing nuclear effects functionality in only a small subset of the provided nuclear weapon parts. The Genie missile and the nuclear Scud missile are functioning nuclear weapons, however other nukes such as the Tsar Bomba and Castle Bravo have no functioning effects. The 3 digit in-game description for blast radius/tnt mass/heat for the non-functioning nukes are 0/0/1, but for functioning nukes it is as specified in the .cfg file. The primary difference I'm seeing is that in the nuclear Scud cfg, for example, the explosive properties are integrated into one module. With the non-functioning nukes, blast properties are provided by a bugged ModuleNuclearExplosive module. Is this a known issue? what is the recommended fix? and before anyone asks, yes I installed the mod correctly. I am not so inept that I cannot put a couple folders into gamedata. Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 14, 2018 Share Posted March 14, 2018 On 3/12/2018 at 5:01 AM, CVerts said: @Coopo Did you install the mod properly? If you did take the file inside the mod's "Gamedata" folder and place it in KSP Gamedata folder correctly, dont forget to also rename the mod file to North Kerbin Weaponry. It should be fixed. @b0ss Where should i put it in the gamedata folder? Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 14, 2018 Share Posted March 14, 2018 1 hour ago, Coopo said: Where should i put it in the game data folder? Should i put the whole folder flat out in game data or like in plugins Quote Link to comment Share on other sites More sharing options...
KAO Posted March 15, 2018 Share Posted March 15, 2018 4 hours ago, Coopo said: Should i put the whole folder flat out in game data or like in plugins When installing mods with KSP, all provided materials are tossed into the cesspit gamedata and it just works. There is no need to overthink this, the process is much easier than you believe it to be. Whenever you install a mod, the folders with the mod's name gets chucked into gamedata. However you may find that despite correct installation, this mod may not work for all provided bombs for reasons outlined above. Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 15, 2018 Share Posted March 15, 2018 11 hours ago, KAO said: When installing mods with KSP, all provided materials are tossed into the cesspit gamedata and it just works. There is no need to overthink this, the process is much easier than you believe it to be. Whenever you install a mod, the folders with the mod's name gets chucked into gamedata. However you may find that despite correct installation, this mod may not work for all provided bombs for reasons outlined above. Thanks Quote Link to comment Share on other sites More sharing options...
Coopo Posted March 17, 2018 Share Posted March 17, 2018 On 3/15/2018 at 8:13 AM, Coopo said: Thanks Nevermind it still doesent work Quote Link to comment Share on other sites More sharing options...
b0ss Posted March 17, 2018 Share Posted March 17, 2018 On 3/12/2018 at 1:01 PM, CVerts said: @b0ss You're in luck. Railguns and "The rods from gods" exists in the mod. The rods are named Kinetic Bombardment Weapon, be sure to have it impact it's target >100m/s for it to be effective. That's awesome! Do the railguns work with electricity like they do IRL, i.e. needing a huge burst of electricity using something like the capacitors from Near Future Electrical? Quote Link to comment Share on other sites More sharing options...
CodyTheJoker Posted March 18, 2018 Share Posted March 18, 2018 Can you please help me? I haven't been able to make this work, Even with 1.3.1! I cannot see the explosion mushroom clouds! I've followed the steam guides and NKD guides, But no budging of the mod. GAME DATA PICTURE: https://imgur.com/a/pYhbW Quote Link to comment Share on other sites More sharing options...
CVerts Posted March 19, 2018 Share Posted March 19, 2018 (edited) @b0ss No burst of electricity needed. Using normal batteries will do the job (better if you throw in a reactor.) On 3/18/2018 at 8:08 AM, CodyTheJoker said: Can you please help me? I haven't been able to make this work, Even with 1.3.1! I cannot see the explosion mushroom clouds! I've followed the steam guides and NKD guides, But no budging of the mod. GAME DATA PICTURE: https://imgur.com/a/pYhbW Cody Are you sure the renamed file used to be called North Kerbin Weaponry v.083 (or other versions?). If so then it might have something to do with compatibility issues if you installed a later/older file. Edited March 19, 2018 by CVerts Quote Link to comment Share on other sites More sharing options...
RocketChimp Posted March 21, 2018 Share Posted March 21, 2018 After ages of searching I still can't find how to fix NKD explosions, anybody know here? Current version on both and downgraded KSP so I could play with this, but after a couple months still can't use NKD explosions. Quote Link to comment Share on other sites More sharing options...
CVerts Posted March 23, 2018 Share Posted March 23, 2018 @RocketChimp See above, have you tried renaming the file? Quote Link to comment Share on other sites More sharing options...
RocketChimp Posted March 23, 2018 Share Posted March 23, 2018 @CVerts There was no version, so I didn't think that applied. It's named NKD. Is it supposed to be something other than that? Quote Link to comment Share on other sites More sharing options...
b0ss Posted March 23, 2018 Share Posted March 23, 2018 so does it just take all the electricity instantly or does it sip it down actively or what? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted March 23, 2018 Share Posted March 23, 2018 3 hours ago, b0ss said: so does it just take all the electricity instantly or does it sip it down actively or what? The railguns in the current version of NKD do not use EC at all. Although they could be configured to do so the ones included are normal ammo and bullet type Quote Link to comment Share on other sites More sharing options...
CVerts Posted March 24, 2018 Share Posted March 24, 2018 Thanks for clearing it up SpannerMonkey. @RocketChimp Does that NKD file contains the files for effects, parts etc? If so try renaming. Quote Link to comment Share on other sites More sharing options...
b0ss Posted March 24, 2018 Share Posted March 24, 2018 Ah dang that's a shame. Would be nice if this had weapons that behave like IRL railguns, can't have a heavy ordnance pack without electricity-devouring guns flinging tungsten at mach 7 Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted March 24, 2018 Share Posted March 24, 2018 16 minutes ago, b0ss said: Ah dang that's a shame. Would be nice if this had weapons that behave like IRL railguns, can't have a heavy ordnance pack without electricity-devouring guns flinging tungsten at mach 7 It's a double edged sword, especially in new BDA, massive velocities impart massive recoil, and this massive recoil messes with the aim, as it can be so heavy that it moves a several hundred ton craft, which in turn imparts an unexpected velocity in the mount. Which sounds like a laugh, and it is for 5 mins, but it makes the gun fairly useless apart from as a curiosity. All is not lost as there are now a multitude of cfg options that can tune individual behaviors, but tuning them is not a ten minute job, takes many adjustments and many restarts, unless you get lucky. Quote Link to comment Share on other sites More sharing options...
Dobelong Posted April 4, 2018 Share Posted April 4, 2018 (edited) Looking to get back into this mod but can't find enough firepower. Maybe add the Big Bertha or the Gustav cannon? Edited April 4, 2018 by Dobelong Quote Link to comment Share on other sites More sharing options...
Abpilot Posted April 17, 2018 Share Posted April 17, 2018 On 4/5/2018 at 12:50 AM, Dobelong said: Looking to get back into this mod but can't find enough firepower. Maybe add the Big Bertha or the Gustav cannon? XD Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 17, 2018 Share Posted April 17, 2018 On 4/4/2018 at 3:50 PM, Dobelong said: Looking to get back into this mod but can't find enough firepower. Maybe add the Big Bertha or the Gustav cannon? Spoiler Quote Link to comment Share on other sites More sharing options...
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