njmksr 236 Posted May 29, 2016 Share Posted May 29, 2016 (edited) Hey everyone! I've been working on a weapons pack for BD Armory for a while. Called NWP, it (currently) only adds one missile, the YCM-117 'Gungnir' MRLS air-to-ground cluster missile. Think a cluster bomb, but a cluster bomb crammed into a missile. Video: Spoiler It's powerful enough to take out most vehicles, but precise enough to not destroy the launchpad that it's situated upon. Special thanks to @SpannerMonkey(smce) for helping me get it working. Download: Spacedock Edited September 3, 2016 by njmksr Quote Link to post Share on other sites
njmksr 236 Posted May 30, 2016 Author Share Posted May 30, 2016 Feel free to offer suggestions/opinions! Quote Link to post Share on other sites
OrbitalBuzzsaw 529 Posted May 30, 2016 Share Posted May 30, 2016 Pics? Quote Link to post Share on other sites
njmksr 236 Posted May 30, 2016 Author Share Posted May 30, 2016 13 minutes ago, OrbitalBuzzsaw said: Pics? Coming later today. A video demo too... Quote Link to post Share on other sites
njmksr 236 Posted May 30, 2016 Author Share Posted May 30, 2016 The screenshots and the video are up! Quote Link to post Share on other sites
Wraith977 125 Posted May 31, 2016 Share Posted May 31, 2016 Looks good, quick question though, in your unity import settings for the model under 'normals and tangents' do you have the normals option set to 'import' or 'calculate'? In your images it looks as though you have it set to import but having it set as calculate and giving it a reasonable value smooths your missile and makes it look more round, see the spoiler... Spoiler With normals set to import -> With normals set to calculate with a value of 45 -> hope this helps. Quote Link to post Share on other sites
njmksr 236 Posted May 31, 2016 Author Share Posted May 31, 2016 (edited) 3 hours ago, Wraith977 said: Looks good, quick question though, in your unity import settings for the model under 'normals and tangents' do you have the normals option set to 'import' or 'calculate'? In your images it looks as though you have it set to import but having it set as calculate and giving it a reasonable value smooths your missile and makes it look more round, see the spoiler... Reveal hidden contents With normals set to import -> With normals set to calculate with a value of 45 -> hope this helps. Thanks! Will do. Edited May 31, 2016 by njmksr Quote Link to post Share on other sites
Adam Kerman 2 Posted June 8, 2016 Share Posted June 8, 2016 does it require BD Armory? Quote Link to post Share on other sites
njmksr 236 Posted June 8, 2016 Author Share Posted June 8, 2016 Just now, Adam Kerman said: does it require BD Armory? Yes. Quote Link to post Share on other sites
KerbalKyle45kk 4 Posted June 8, 2016 Share Posted June 8, 2016 i cant use bdarmory. Quote Link to post Share on other sites
njmksr 236 Posted June 8, 2016 Author Share Posted June 8, 2016 36 minutes ago, KerbalKyle45kk said: i cant use bdarmory. Sorry, but this is not a BD Armory support thread. Sorry. Quote Link to post Share on other sites
phreakshow 1 Posted June 12, 2016 Share Posted June 12, 2016 Does it work in KSP 1.1.2? Quote Link to post Share on other sites
njmksr 236 Posted June 12, 2016 Author Share Posted June 12, 2016 (edited) 2 minutes ago, phreakshow said: Does it work in KSP 1.1.2? Yes. Hence the [1.1.2] in the title. Edited June 12, 2016 by njmksr Quote Link to post Share on other sites
phreakshow 1 Posted June 12, 2016 Share Posted June 12, 2016 The only reason I ask is because BD Armory apparently doesn't, so if this is an expansion then how does it work in 1.1.2 if BD Armory only works up to 1.1.1? Quote Link to post Share on other sites
njmksr 236 Posted June 13, 2016 Author Share Posted June 13, 2016 On 6/11/2016 at 10:46 PM, phreakshow said: The only reason I ask is because BD Armory apparently doesn't, so if this is an expansion then how does it work in 1.1.2 if BD Armory only works up to 1.1.1? Oh. Sorry. BD actually works perfectly fine (for me) in 1.1.2, so that's why it's a 1.1.2 mod. I actually had no idea at the time of your post that BD technically shouldn't work in 1.1.2. Quote Link to post Share on other sites
Falco01 11 Posted June 18, 2016 Share Posted June 18, 2016 do you think it would be possible to make an actual cluster missile like the cluster bomb in BDa ? You know, that one with all the sub-munitions Quote Link to post Share on other sites
njmksr 236 Posted June 18, 2016 Author Share Posted June 18, 2016 1 hour ago, Falco01 said: do you think it would be possible to make an actual cluster missile like the cluster bomb in BDa ? You know, that one with all the sub-munitions Yeah, that's sort of what this is. Quote Link to post Share on other sites
Falco01 11 Posted June 19, 2016 Share Posted June 19, 2016 9 hours ago, njmksr said: Yeah, that's sort of what this is. But on the vid, there is only one explosion and I didn't saw any sub munition I'll do some testing on my end Quote Link to post Share on other sites
njmksr 236 Posted June 19, 2016 Author Share Posted June 19, 2016 3 hours ago, Falco01 said: But on the vid, there is only one explosion and I didn't saw any sub munition I'll do some testing on my end That was the initial munition's airburst, which occurs ≈10m over the target. If you look very closely, you'll see the other explosions, which are the submunitions doing their job. Quote Link to post Share on other sites
TMasterson5 215 Posted July 12, 2016 Share Posted July 12, 2016 On 5/30/2016 at 1:17 AM, njmksr said: Hey everyone! I've been working on a weapons pack for BD Armory for a while. Called NWP, it (currently) only adds one missile, the YCM-117 'Gungnir' MRLS air-to-ground cluster missile. Think a cluster bomb, but a cluster bomb crammed into a missile. Video: Reveal hidden contents It's powerful enough to take out most vehicles, but precise enough to not destroy the launchpad that it's situated upon. Special thanks to @SpannerMonkey(smce) for helping me get it working. Download: Spacedock Hey man first off good work and feel free to message me if you run into any issues you need help solving. Secondly Ive been trying to get a cluster bomb to function and get it to work right and its the only weapon I cant get to work right. What is the trick to get it to work? Quote Link to post Share on other sites
njmksr 236 Posted August 30, 2016 Author Share Posted August 30, 2016 On 7/12/2016 at 10:01 AM, TMasterson5 said: Hey man first off good work and feel free to message me if you run into any issues you need help solving. Secondly Ive been trying to get a cluster bomb to function and get it to work right and its the only weapon I cant get to work right. What is the trick to get it to work? Really, the trick is having the submunitions be part of the model. I just took the model from the cluster bomb and the AIM-120 and basically reverse engineered the bomb and built that into the missile. Honestly, I had a lot of help from Spanner on this one, with ridiculous things like missiles flying sideways without his help. Quote Link to post Share on other sites
SpannerMonkey(smce) 3,030 Posted August 30, 2016 Share Posted August 30, 2016 On 12/07/2016 at 3:01 PM, TMasterson5 said: Hey man first off good work and feel free to message me if you run into any issues you need help solving. Secondly Ive been trying to get a cluster bomb to function and get it to work right and its the only weapon I cant get to work right. What is the trick to get it to work? The cluster stuff is very fussy and strict naming conventions and hierarchies must be used, having the colliders wrong will break it just as easy as a mistake in the layout. The fewest sections you can have and it still work is four, so a nosecone, two fairings(the side shells) and the tail, you have to enable swap colliders too or the bomblets think they are still in the bay. The tail needs to carry the post deploy collider (i just use a capsule collider) The pre deploy collider needs to cover pretty much the whole part (again a capsule collider) One major thing to note is that it doesn't like messy loads, or overlapping sub munitions. The code grabs the position of all the sub munitions and uses this to calculate the impact effect Quote Link to post Share on other sites
njmksr 236 Posted September 3, 2016 Author Share Posted September 3, 2016 So I'm getting back to work on NWP, and I'm wondering, what crazy, zany, wildly illegal weapons do you want to see? Quote Link to post Share on other sites
njmksr 236 Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) NOTICE: NWP is being discontinued and merged into the Collaborative Weapons Pack, due to a new partnership between me and @TMasterson5 (and due to the revelation of crazy bugs in a new BDAc version). A fixed version will appear in the new CWP, which is coming soon. Soon: Aquila Aerospace, Addy Industries, and SM Solutions present: the Collaborative Weapons Pack, consisting of 100% original weapons. EDIT: NVM, none of us had time. I'm probably going to revisit this sometime. Edited March 23, 2017 by njmksr Quote Link to post Share on other sites
Starboost88 29 Posted July 1, 2019 Share Posted July 1, 2019 On 9/8/2016 at 5:44 PM, njmksr said: NOTICE: NWP is being discontinued and merged into the Collaborative Weapons Pack, due to a new partnership between me and @TMasterson5 (and due to the revelation of crazy bugs in a new BDAc version). A fixed version will appear in the new CWP, which is coming soon. Soon: Aquila Aerospace, Addy Industries, and SM Solutions present: the Collaborative Weapons Pack, consisting of 100% original weapons. EDIT: NVM, none of us had time. I'm probably going to revisit this sometime. well then, how about a laser guided bomb? Quote Link to post Share on other sites
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