Jump to content

[WIP][1.3.1] North Kerbin Dynamics - Nuclear Bombs and Heavy Ordnance Pack (and other things) v0.84b


harpwner

Recommended Posts

  On 3/9/2016 at 3:46 AM, harpwner said:

So it appears I have got the progressive explosions/shockwaves to work on the nuclear bombs... so here's a video to demonstrate

 

It's not much but something I just kinda threw together... couldn't help put a few cinematic elements in of course.

Expand  

Do you know the Minimum Safe Distances when dropping each of the Nuclear Weapons? I see that the B-83 has almost a exact same blast radius as the Castle Bravo, even though the Bravo is a 15 mt and the 83 is 1.3 megaton. 

Link to comment
Share on other sites

  On 3/11/2016 at 1:04 AM, CaptainCreeper56 said:

Do you know the Minimum Safe Distances when dropping each of the Nuclear Weapons? I see that the B-83 has almost a exact same blast radius as the Castle Bravo, even though the Bravo is a 15 mt and the 83 is 1.3 megaton. 

Expand  

The explosion values will be tweaked, but the minimum safe distance depends if you are going faster than sound or not. If you are going supersonic, if the bomb explodes more than 500m away you'll be fine. However if slower, you'll probably be safe detonating a couple kilometers off?

Link to comment
Share on other sites

  On 3/11/2016 at 1:06 AM, harpwner said:

The explosion values will be tweaked, but the minimum safe distance depends if you are going faster than sound or not. If you are going supersonic, if the bomb explodes more than 500m away you'll be fine. However if slower, you'll probably be safe detonating a couple kilometers off?

Expand  

Ah, because I have been testing with subsonic aircraft, the Castle Bravo, it requires minimum 10km safe distance. For the B61, I belive 5, then for the B83, maybe 8 idk, and for the TSAR, 17 km or 20 km is what I have received. 

Anyway, thanks for this mod and thanks in advance for tweaking the blast values of the WMDs. Keep doin what you are doin. 

Link to comment
Share on other sites

  On 3/11/2016 at 8:08 AM, boomchacle said:

I have a request. Schwerer Gustav. 800 mm Siege artillery. no reason why not, as it is big, powerful and heavy

Expand  

If I am not mistaken, it already exists.  I have yet to use it for a super-tank due to the nuclear option being far superior in my opinion, but I believe the mod already includes it.

Link to comment
Share on other sites

  On 3/11/2016 at 8:08 AM, boomchacle said:

I have a request. Schwerer Gustav. 800 mm Siege artillery. no reason why not, as it is big, powerful and heavy

Expand  

Are you serious that a gun with a firing rate of "1 round every 30 to 45 minutes or typically 14 rounds a day" would be practical in KSP?

Edited by Acea
Link to comment
Share on other sites

  On 3/9/2016 at 3:46 AM, harpwner said:

So it appears I have got the progressive explosions/shockwaves to work on the nuclear bombs... so here's a video to demonstrate

 

It's not much but something I just kinda threw together... couldn't help put a few cinematic elements in of course.

Expand  

are those engines the quiz tech dual ones?

Link to comment
Share on other sites

  On 3/11/2016 at 1:06 AM, harpwner said:

The explosion values will be tweaked, but the minimum safe distance depends if you are going faster than sound or not. If you are going supersonic, if the bomb explodes more than 500m away you'll be fine. However if slower, you'll probably be safe detonating a couple kilometers off?

Expand  

I've been testing and i can't escape Castle Bravo's blast radius in a B52 at 10,500m going 250m/s. Which is normal; because Megaton+ bombs have parachutes to delay their fall so the aircraft has time to escape.
Is there any way we could add parachutes to those?

Link to comment
Share on other sites

  On 3/13/2016 at 2:39 AM, lolzor said:

I've been testing and i can't escape Castle Bravo's blast radius in a B52 at 10,500m going 250m/s. Which is normal; because Megaton+ bombs have parachutes to delay their fall so the aircraft has time to escape.
Is there any way we could add parachutes to those?

Expand  

Yes BDArmory provides a deployed drag parameter. You can check out the Mk-82 Snakeye.

Link to comment
Share on other sites

  On 3/13/2016 at 2:39 AM, lolzor said:

I've been testing and i can't escape Castle Bravo's blast radius in a B52 at 10,500m going 250m/s. Which is normal; because Megaton+ bombs have parachutes to delay their fall so the aircraft has time to escape.
Is there any way we could add parachutes to those?

Expand  

You can't escape nuclear bomb radii until the next update when the explosive shockwaves get implimented

 

Probably shoulda mentioned that :P

Link to comment
Share on other sites

  On 3/12/2016 at 9:04 AM, Acea said:

Are you serious that a gun with a firing rate of "1 round every 30 to 45 minutes or typically 14 rounds a day" would be practical in KSP?

Expand  

Thankfully KSP has time acceleration :)

I can think of a few applications for a super-heavy howitzer. Centerline-mounting it on a warship in place of gun turrets with smaller caliber cannons, for one. 

Link to comment
Share on other sites

  On 3/13/2016 at 8:44 PM, Muffinman840 said:

Thankfully KSP has time acceleration :)

I can think of a few applications for a super-heavy howitzer. Centerline-mounting it on a warship in place of gun turrets with smaller caliber cannons, for one. 

Expand  

I don't think that speeds up reload times as I have done so w/ the slower firing arty pieces on here and nothing went faster

Link to comment
Share on other sites

  On 3/13/2016 at 8:44 PM, Muffinman840 said:

Thankfully KSP has time acceleration :)

I can think of a few applications for a super-heavy howitzer. Centerline-mounting it on a warship in place of gun turrets with smaller caliber cannons, for one. 

Expand  

Only physics acceleration speeds up reloading so you'd better have a try by yourself

Link to comment
Share on other sites

  On 3/13/2016 at 2:20 PM, harpwner said:

You can't escape nuclear bomb radii until the next update when the explosive shockwaves get implimented

 

Probably shoulda mentioned that :P

Expand  

ok great. Do you know when the next update will happen?

 

  On 3/13/2016 at 8:44 PM, Muffinman840 said:

Thankfully KSP has time acceleration :)

I can think of a few applications for a super-heavy howitzer. Centerline-mounting it on a warship in place of gun turrets with smaller caliber cannons, for one. 

Expand  

Schwerer gustav... mounted on a SHIP...

*Heart attack.

  On 3/12/2016 at 7:30 AM, NuclearNut said:

If I am not mistaken, it already exists.  I have yet to use it for a super-tank due to the nuclear option being far superior in my opinion, but I believe the mod already includes it.

Expand  

Yes there is a very large caliber gun, nut it is not Gustav, it is gerat, a *smaller gun,

*lol smaller being 54 cm still.

Link to comment
Share on other sites

ok I'm sorta willing to make the Gustav now, but that will delay the update a bit. Not to mention the current models seem to hate me.

The zumwalt isn't appearing in game

The Tiger turret is missing a turret for some unknown reason in unity

and I've had a lot of issues with coding (more based on me spending all my time on guitar tho)

ETA: not a short amount of time

Link to comment
Share on other sites

  On 3/16/2016 at 1:17 AM, harpwner said:

ok I'm sorta willing to make the Gustav now, but that will delay the update a bit. Not to mention the current models seem to hate me.

The zumwalt isn't appearing in game

The Tiger turret is missing a turret for some unknown reason in unity

and I've had a lot of issues with coding (more based on me spending all my time on guitar tho)

ETA: not a short amount of time

Expand  

Ok well Thanks for making this mod anyway and hope you have good luck with the textures and models. also the Gustav fires a projectile that weighs 7 tons.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...