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Posts posted by Collider1
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54 minutes ago, Morvran said:
This is a great mod with potential to amazing fun to play around with however, for some reason the nuke always vaporise my aircraft but wouldn't even scratch the ground vehicles at ground zero. I know your busy with your personal life at the moment, however do you or anyone else know of a simple solution to this? so that at least everything gets taken out!
I found airbust detonations are much more efficient, possibly because terrain/buildings can block the explosion, so anything that doesn't have line of sight to the explosion won't be destroyed. You can edit the cfg file of a nuke to make it airburst though. See link in second quote.
On 15/12/2015 at 10:18 PM, Collider1 said:The nukes in this mod are (possibly accidentally) very realistic in a certain way. When detonated at an altitude (I made the bomb detonate in its bay) the nukes do a much better job at destroying the KSC than when detonated at ground level. Could you maybe try implementing a timed or altitude detonation option? (The code for BD armoury's cluster bombs could maybe be used for this?)
Ground Detonation: (Only radio dishes destroyed)
Altitude Detonation: (Only administrative building survived)
I tried a few tests and there was some variation depending on the impact/detonation point, but air-burst detonations typically performed better, I think the detonation may only damage buildings it has line of sight to, so at ground level it often only damages the buildings near it, whereas an air-burst has line of sight to most of them.
On 26/05/2016 at 2:09 PM, Collider1 said:I found that by shoehorning the cluster bomb module from BDA into a nuclear bomb's cfg file, it's possible to make it detonate at an altitude between 100m and 1000m, which is pretty useful for maximising its destructive potential on the KSC.
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On 03/07/2016 at 4:50 PM, popeter45 said:
yea im having same no boom with nukes
full arming and firing but no explosion
normal bombs work fine
You need CAL:
It adds a new ammo box which can be configured to hold many different ammo types.
On 03/07/2016 at 4:50 PM, popeter45 said:yea im having same no boom with nukes
full arming and firing but no explosion
normal bombs work fine
Do MOABs FOABs and MGM-140s work? Are you sure the bombs are working properly and not just impact exploding like a regular part? Cluster bombs could also be a good way to test this.
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I posted some code on the last page that converts the tomahawk missile into a nuclear variant. Will also work on any other missile and if you duplicate the file and change the names, you can keep the original part too.
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Wow, that sounds unpleasant. Glad the surgery went well though and hope you feel better soon. Thanks for making such an awesome mod!
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42 minutes ago, Space20 said:
Crashing it into the ground.... i forgot to fire missile probably.. im using castle bravo
Yeah, they don't detonate if you use a decoupler or crash your craft. You need to right click it, then fire or assign it to an action group in the editor. Or you can add a weapon manager and assign its fire missile button to a key so you can fire any of your missiles/bombs with a single key. I believe the MIRV also has an instant detonate button if you want an airburst.
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2 hours ago, Space20 said:
I downloaded this mod rather than exploding to the giant mushroom cloud it explodes a normal explosion and it doesnt even destroy anything
this is the same for the castle bravo and all nukes
i downloaded all the content dependinces needed
Are you clicking the "Fire missile" button and not jettisoning or crashing it into the ground?
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9 hours ago, Kerbal Nerd123 said:
Does this work without BD armory?
Nope.
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8 hours ago, ksp nuke said:
it dosen't works on my ksp, can you give me the instruction, please, i realy like this mod.
Do you have BD armory and C.A.L.?
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11 hours ago, SpecOps115 said:
Any idea whether BD is updating BDA to 1.1.2 yet? His topic has been "closed to further replies".
Also, could you add a nuclear Tomahawk cruise missile? That would fit my needs perfectly...
Maybe when I'm older, and if someone doesn't beat me to the punch, I'll make a weapons pack implementing the BLU- and GBU- Bunker Busting bombs. INCOMING!! (Patent Pending.)
It's actually very easy to modify the Tomahawk to make it nuclear. Just add the following to the .cfg:
MODULE { name = ModuleNuclearExplosive blastRadius = 7470 blastPower = 1650 baseRadius = 100 explGroundPath = North Kerbin Weaponry/effects/Explosion_Megaton explAirPath = North Kerbin Weaponry/effects/Explosion_340_Air explSpacePath = North Kerbin Weaponry/effects/Explosion_340_Space explSoundPath = North Kerbin Weaponry/sounds/explosion_MOAB }
Put it at the end, but before the final }.
This gives it a 1.2 megaton explosion. If you want a larger or smaller one, you can look through the .cfgs of other nuclear weapons to find the one you like.
In fact, if you're thinking about making mods in the future, I'd recommend trying some tinkering like this to get started. There's a lot of fun to be had making ridiculous parts.
This method will modify the current missile. If you want a separate one that is nuclear whilst retaining the conventional variant, you'll need to duplicate the file and edit the copy, but I got some weird bugs when I tried this before. I have an idea of what I might have done wrong though, so I'll look into it.
Edit: Duplicating seems to work now. If you give rename the folder, the .cfg, the name under general parameters and the title under editor parameters, it seems to work. (Not sure if you need to do all of those things, but if you do it should work)
Edit 2: If there is a shortened name you need to edit that too.
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5 hours ago, Rainbowd4sh said:
For the Tsar Bomba, I put it in a cargo bay in my large bomber. I then jettison it. After, jettisoning, I cannot activate the detonate action group. I then try fire missle, when it runs into the ground the screen just goes black. In f3 it says that it splashed down too hard or hit the ground too hard. Using trigger on the weapon manager did not work either. If anyone could help, that'd be amazing!
Jettisoning does not activate the bomb. It's for getting rid of your munitions without them exploding (in a big way at least). Use "Fire missile" in the cargo bay to actually use the bomb.
Also, when using the weapon manager, you can assign "Fire missile" on the weapon manager to an action group, which will then fire whatever missile you have selected when you use it, so you can fire all of your weapons with only one action group.
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15 hours ago, harpwner said:
I've started modelling a cluster nuke of my own. Going to take a bit to get what I want from it but I think I'll have it with 8 nukes with a small yield
GPS guided of course
Sounds great. I look forward to trying it out when it's done.
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Ah, of course.
Just begun testing with the SCUD's configuration. I think it needs a little tweaking as the cluster nuke is now travelling across the galaxy, hunting for alien civilisations to destroy.
Edit: I reduced the power a bit, but for some reason it's making no attempt to point towards its target.
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Awesome, thanks. Come to think of it, your SCUD missiles could launch on pretty steep trajectories, so maybe using their guidance would work.
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Fair point, could you make us one? Also, if you could find a way of making it point downwards when it deploys, such as being a missile with a high angle arc or a snake eye bomb style slowing mechanism, so the bomblets spread outwards, that would be cool as currently a lot of them go almost straight down, causing a dense cluster and increasing the bomblet velocity spreads it out a bit but also makes some of them go miles away.
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10 minutes ago, andreasblom said:
Thanks a lot
Is there a way to change the number of bomblets? (Thinking like four)
Changing the number of bomblets would require editing the model in a program like blender, rather than just altering the cfg. I'll have a look into it, but I have no experience with computer modelling so I don't know if I will actually be able to do this.
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3 hours ago, andreasblom said:
Cluster nuke when?
Challenge accepted. Go to GameData > BDArmory > Parts > clusterBomb > clusterBomb.cfg and replace the code with the following:
PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = bahaClusterBomb module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.25, -0.1, 0, 1, 0, 0 node_stack_top = 0.0, 0.25, 0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 950 category = none subcategory = 0 title = CBU-87 Cluster Bomb manufacturer = Bahamuto Dynamics description = This bomb splits open and deploys many small bomblets at a certain altitude. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.467 dragModelType = none maximum_drag = 0.03 minimum_drag = 0.03 angularDrag = 1 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = CBU-87 thrust = 50 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 1 //how many seconds after release until engine ignites boostTime = 10 //seconds of boost phase cruiseTime = 0 //seconds of cruise phase guidanceActive = true //missile has guidanceActive maxTurnRateDPS = 70 //degrees per second guidanceActive = false blastRadius = 800 //meters blastPower = 625 decoupleSpeed = 50 deployAnimationName = deploy deployedDrag = 0.03 deployTime = 0.2 explModelPath = BDArmory/Models/explosion/explosion useSimpleDrag = true simpleCoD = 0,0,-2 simpleStableTorque = 5 rndAngVel = 0.7 homingType = AGM missileType = missile homingType = GPS optimumAirspeed = 1000 exhaustPrefabPath = BDArmory/Models/exhaust/smallExhaust } MODULE { name = ClusterBomb deployAltitude = 1000 deployDelay = 2.5 submunitionMaxSpeed = 2000 swapCollidersOnDeploy = true subExplModelPath = North Kerbin Weaponry/effects/Explosion_M65 subExplSoundPath = North Kerbin Weaponry/sounds/explosion_MOAB } }
Warning, this will very probably cause your game to lag as it will cause 20 or 30 nuclear explosions and will look something like this:
I made it a GPS guided missile as well as I figured that a higher speed when it deploys its submunitions may increase the spread. I recommend giving it a high deploy altitude. Unfortunately the submunitons cannot be set to airburst detonate, (at least I don't know how to do it) but the sheer number of them should ensure sufficient destruction of whatever you're aiming at.
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I found that by shoehorning the cluster bomb module from BDA into a nuclear bomb's cfg file, it's possible to make it detonate at an altitude between 100m and 1000m, which is pretty useful for maximising its destructive potential on the KSC.
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I actually found using the mini nukes fired by the valentina to be a better choice as the plane can survive shooting them. http://imgur.com/a/XqN7R
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21 hours ago, boomchacle said:
you need to make the Vulcan have TSAR BOMBA EFFECTS
Challenge accepted!
Unfortunately, although I can make the gun shoot tsars, I can't find a way to stop the bullets from de-spawning when they get more than 5km away from the craft. I tried increasing the maxEffectiveDistance in the cfg and increased physics range but they still de-spawn, so the gun can only be used as a suicide weapon. On the bright side though, it can fire a hell of a lot of them before it explodes so here is what happens when you cause about 50 tsar explosions at the same time:
How's that for a nuclear sunrise?
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Editing the configs is so much fun. I made the Karl Gerät fully automatic, Exocets nuclear and the hellfires have MOAB explosions.
On 21/04/2016 at 5:07 AM, JNA Space Program said:How to use the GPS?
1. Make sure you have a weapon manager on your craft as well as either a targeting pod or FLIR ball.
2. Launch the craft and open the BDarmoury weapon manager tab, then select the modules menu.
3. Select the targeting pod/ball, use the arrow buttons to centre the camera on your desired target and click the lock target button.
4. The lock target button will now turn into 2 buttons saying unlock and send GPS. Click send GPS.
5. On the modules menu select GPS coordinator and click on the correct coordinate. (You can send and store multiple GPS coordinates allowing you to switch between targets quickly in the GPS menu.)
6. You have now locked on to the target and can fire at will. Your GPS coordinates that you saved will also be remembered and can be accessed by other crafts you build (as long as you don't revert flight or delete them), so you don't actually need to have your targeting pod on the same vehicle as your missile, but if you do use separate targeting and missile launch vehicles, both will need weapons managers.
On 21/04/2016 at 11:47 AM, JNA Space Program said:YES! The Nukes Work! I just put the folder into the game data but i cant control the scud
You need to use GPS with the scud (see above).
"I am become death, destroyer of worlds."
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On 20/12/2015 at 7:43 PM, harpwner said:
I mostly do things that exist in real life with a specific model and everything, so one of those I probably won't do unless I find some actual nuclear AGMs or Anti-rad missiles.
On 20/12/2015 at 10:16 PM, andreasblom said:Alternatively, if you don't want to use the BDarmoury model, the AGM-129A was also armed with a nuclear warhead. Personally, I'd also quite like to see one of these as I'm currently using MIRV-tipped stock built missiles as standoff missiles, but this means relinquishing control of my aircraft whilst in flight.
https://en.wikipedia.org/wiki/AGM-129_ACM -
The nukes in this mod are (possibly accidentally) very realistic in a certain way. When detonated at an altitude (I made the bomb detonate in its bay) the nukes do a much better job at destroying the KSC than when detonated at ground level. Could you maybe try implementing a timed or altitude detonation option? (The code for BD armoury's cluster bombs could maybe be used for this?)
Ground Detonation: (Only radio dishes destroyed)
Altitude Detonation: (Only administrative building survived)
I tried a few tests and there was some variation depending on the impact/detonation point, but air-burst detonations typically performed better, I think the detonation may only damage buildings it has line of sight to, so at ground level it often only damages the buildings near it, whereas an air-burst has line of sight to most of them.
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and give that, "your mine now" feeling.
P.S i love your avatar, circuitry ftw.
This one essentially:
Thanks, I saw it and couldn't pass up the opportunity to have both a circuitry joke and a Borg reference in my avatar at once.
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The target painter is looking really cool and I can't wait to try it out, just one extra suggestion for it; could there be an option for it to project a visible red beam like the ABL? I always enjoyed doing that in the Lazor mod, adds to that "Locked on" feeling a little.
[WIP][1.3.1] North Kerbin Dynamics - Nuclear Bombs and Heavy Ordnance Pack (and other things) v0.84b
in KSP1 Mod Development
Posted
Yeah, I think I recall some direct hits not destroying the target before, maybe the nuke clips into it, or the ground, causing it to glitch. Try airbursts and see if it fixes the problem.