linuxgurugamer

[1.5.1, 1.6.1, 1.7.2] Blast Awesomeness Modifier (BAM)

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Reviving (with permission) of the old BAM by @marce, original thread here:  http://forum.kerbalspaceprogram.com/index.php?/topic/92983-dev-halted090-blast-awesomeness-modifier-bam-v111-2015-01-01/

This little mod adjusts the explosion power (and effect) of each part based on its resources.

With this mod a part with not a lot of explosive stuff will only create a few dust clouds and debris when destroyed. A small fuel tank will explode a little, a big one will explode a lot.

Disclaimer: no new effects, we got nice new ones from SQUAD only recently!

Download:  https://spacedock.info/mod/1225/Blast Awesomeness Modifier (BAM)

Source: https://github.com/linuxgurugamer/CIT

License: CC-BY-NC-SA-4.0

Patreon.png

https://www.patreon.com/linuxgurugamer
 

This mod was featured on Modding Monday a few years ago: 

 

 

 

 

I selected some mostly random values for min, max, base (lower than stock) and the modifiers for some resources. Our realism team is welcome to send me reasonable values and everyone is invited to add more resources. However, the algorithm is a very dumb one (aka additions), so don't expect any fancy quadratic or whatever progression :wink:

To keep performance impact as low as possible the recalculation based on the amounts is not performed every frame, but should be close enough not to be recognized.

This is not meant very seriously so just enjoy if you want :wink:

It is possible to define a fixed value for a part by adding a ModuleCustomBAM and setting a fixedValue.

 

MODULE
{
	name = ModuleCustomBAM
	fixedValue = 4.22
}

 

If you change dbg in the config file to true each part shows its current explosion potential and has an Explode action for instant kaboom.

 

CIT_BAM_SETTINGS
{
	resdef = LiquidFuel,0.001;Oxidizer,0.0015;ElectricCharge,0.00005;MonoPropellant,0.0001,Water,-0.001;Food,-0.001;Oxygen,0.002;Hydrogen,0.0025;XenonGas,-0.0005;WasteWater,-0.001;Waste.-0.001;CarbonDioxide,-0.002;Karbonite,0.0025;Karborundum,0.01
	base = 0.2
	max = 10.0
	min = 0.1
	dbg = false
}

 

Please be aware, that the shared util dll (CIT Util) is required, and is bundled in this release (package also used for CKAN). 

Edited by linuxgurugamer

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@linuxgurugamer, you sir are even more awesome than this awesome mod! You are our saviour keeping so many cool mods alive! Thx a lot for your priceless work! :)

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Agreed ZobrAA!!

This mod looks interesting! Going to add nuclear fuels at 0.1 :)

 

Edited by TheKurgan

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Is this mod compatible with Community Resource Pack? I.E. does it recognize things like Liquid Hydrogen as fuel?

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Does this mod play nice with MKS' disassemble function? Like, if you disassemble a fuel tank, will it explode and send the kerbal flying?

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2 hours ago, symmeclept said:

Does this mod play nice with MKS' disassemble function? Like, if you disassemble a fuel tank, will it explode and send the kerbal flying?

I don't think so, it should only activate if the part is exploding

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I seem to be getting fireballs with everything that is destroyed, even things that contain no resources. The blast sizes are scaling though.
 

Don't know what I did, but it looks like it is working now. Thanks again for reviving this awesome mod!

Edited by Errol

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Oh, I am so glad this is back!

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What is the difference between BAM and
https://kerbokatz.github.io/#SmallUtilities-ModifiedExplosionPotential

And btw is it normal that KSP comes to a full halt before something explodes?

Like:

Quote

My name is Unity. Unity Engine. The game depending on me wants an explosion. Wait. Memory allocation. Try to get some info how to calculate the perfect explosion parameters. A spanish lady once said >>perfect is imperfect<< but I don't mind. I want the explosion real. With volumetric clouds in full 3D. Nope. But still real. So I have to pre-calculate. Needs a few seconds... wait. Be patient. My name is Unity ...

 

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This one is updated for KSP 1.3, the kerbokatz one isn't. Also, I'm not sure if the kerbokatz one will actually switch effects based on contents like this mod rather then just modifying the explosion potential. 

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38 minutes ago, Nightside said:

This only modifies stock resources.

by default - it should be noted you can add any resource you want via the config file

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Interesting. Is there a fixed set of explosions to choose from? A lot of things in KSP can be rescaled. I'm imagining tiny explosions inside a combustion chamber. But they don't produce a unidirectional push do they?

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Is this compatible with Destruction FX?

Edited by TheEnderman
Wrong mod

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22 hours ago, TheEnderman said:

Is this compatible with Destruction FX?

I dont see why not

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Looks like BAM v1.3.2 still tries to find config by old folder path:

3SslDiV.jpg

Edited by ZobrAA

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@linuxgurugamer Interesting mod and I would like to add support for more resources. Let's say I want to add Antimatter as an exploding substance, how could I achieve that using Module Manager?

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Spoiler


 
CIT_BAM_SETTINGS
{
resdef = LiquidFuel,0.001;Oxidizer,0.0015;ElectricCharge,0.00005;MonoPropellant,0.0001,Water,-0.001;Food,-0.001;Oxygen,0.002;Hydrogen,0.0025;XenonGas,-0.0005;WasteWater,-0.001;Waste.-0.001;CarbonDioxide,-0.002;Karbonite,0.0025;Karborundum,0.01
base = 0.2
max = 10.0
min = 0.1
dbg = false
}

Add the resource to the bam.cfg file

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Hey! Question!
Can I use this mod or modify it so ksp explosions stop causing me pauses like stuttering and freezes every time something explodes? Like lowering the explosions instead of getting them bigger? How should I do it?

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