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North Kerbin Dynamics Renewed


cukkoo

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I have an issue. I downloaded BDArmory Continued and North Kerbin Dynamics Renewed from CKAN and I put the W-88 MIRV in NKDR/parts (downloaded separately).

For some reason, when I click Launch missile, a nuke detaches, but it explodes in a non-nuclear explosion when it hits the ground (the explosion when a part explodes). Why is that? I don't have an arm button in the part settings menu thing. The only time it actually exploded is when one of the MIRVs collided with another one and it exploded.

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  • 3 months later...
On 10/9/2023 at 3:15 PM, Aerodynamic Kerbal said:

I have an issue. I downloaded BDArmory Continued and North Kerbin Dynamics Renewed from CKAN and I put the W-88 MIRV in NKDR/parts (downloaded separately).

For some reason, when I click Launch missile, a nuke detaches, but it explodes in a non-nuclear explosion when it hits the ground (the explosion when a part explodes). Why is that? I don't have an arm button in the part settings menu thing. The only time it actually exploded is when one of the MIRVs collided with another one and it exploded.

Same issue here, but im using BDA+ in 1.12.5, doesnt work in 1.11 either.

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  • 1 month later...
Posted (edited)

 

On 1/18/2024 at 4:45 PM, Drago Kerman said:

Same issue here, but im using BDA+ in 1.12.5, doesnt work in 1.11 either.

Ive just updated it, Check on curse forge, Download the 0.1.0 Beta

Edited by cukkoo
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Hey man, I have PROBLEM.
I was using  0.0.16  with  BDA+ 1.6.8, and as you saw- in this video, Nuclear Valentina was working.
BUT after I update 0.1.0 and BDA inside, I got error said:  losing part "harpAtomAnnie" some other too...
7j43eyj.jpg
 

Spoiler

[LOG 23:12:58.281] ******* Log Initiated for Kerbal Space Program - 1.12.2.3167 (WindowsPlayer x64) zh-cn *******
Kerbal Space Program - 1.12.2.3167 (WindowsPlayer x64) zh-cn


OS: Windows 10  (10.0.0) 64bit
CPU: AMD Ryzen 7 3700X 8-Core Processor  (16)
RAM: 32715
GPU: AMD Radeon RX 6750 XT (12243MB)
SM: 50 (Direct3D 11.0 [level 11.1])
RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16


Log started: Sat, Mar 16, 2024 23:12:58

.....

[ERR 23:16:31.375] PartCompiler: Cannot compile part

[LOG 23:16:31.375] PartLoader: Compiling Part 'NKDR/parts/Nuclear Valentina/nuclearVal/harpAtomAnnie'
[ERR 23:16:31.387] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d__4.MoveNext () [0x00050] in <a3c2951fc74e4639820ef37d2d29f386>:0 
  at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d__8.MoveNext () [0x001dd] in <a3c2951fc74e4639820ef37d2d29f386>:0 
  at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <a3c2951fc74e4639820ef37d2d29f386>:0 
  at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <a3c2951fc74e4639820ef37d2d29f386>:0 
  at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <a3c2951fc74e4639820ef37d2d29f386>:0 
  at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <cd473063d3a2482f8d93d388d0c95035>:0 
  at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <cd473063d3a2482f8d93d388d0c95035>:0 
  at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <cd473063d3a2482f8d93d388d0c95035>:0 

and I checked KSP.log - game read but some how can't load it.
I already move back  files-before-update, and didn't work.
I'm working on a Cinematic, I REALLY NEED THIS GUN.
HELP, PLEASE.


PS.
B9 Part Switch = 2.20.0
Module Manager = 4.2.3

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15 hours ago, FormosaT_9 said:

Hey man, I have PROBLEM....

solved, it was not BDA or NKD issues-
at that time, I installed SimpleRepaint too.

 

anyway, solution:
open GameData\SimpleRepaint\GreyList.cfg
then add these

@PART[*]:HAS[@MODULE[MissileLauncher]:HAS[#missileType[missile]]]:BEFORE[zzzzzzSimpleRepaint]
{
    %SR_Ignore = true
    %SR_UsePartVariant = #$@SIMPLE_REPAINT_SETTINGS/UseStockVariantSwitcherForB9PSIncompatibleParts$
}
@PART[*]:HAS[@MODULE[ModuleWeapon]:HAS[#weaponType[cannon]]]:BEFORE[zzzzzzSimpleRepaint]
{
    %SR_Ignore = true
    %SR_UsePartVariant = #$@SIMPLE_REPAINT_SETTINGS/UseStockVariantSwitcherForB9PSIncompatibleParts$
}

save it and reboot the game.

 

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  • 3 months later...
  • 1 month later...
On 6/20/2024 at 11:09 PM, Natso said:

Nuclear warhead can't detonate while underwater..

Do you mean the detonate button, or fire missile, If you meant the detonate button somehow it doesn't work, if you meant firing nukes underwater does not detonate, but it does explode with the stock explosion, It means somethings wrong, check if you use the BDA+ custom version bundled in 0.1.1 file because the 0.1.1 version requires a custom bda, If the part does not explode and still exist underwater, you have to either make it crash harder to detonate, or wait until the detonation time, would you mind telling me the specific nuke that does not work?

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