Hi.
Basically, SMI Armory/Mod adds ballistic missiles, such as the Bulava missile, it has two variants, standard and cluster.
I am trying to modify the cluster munition to work like a multiMissileLauncher as BDArmory has done so elsewhere (a GPS guided missile that deploys submunitions that are radar guided themselves).
So I cloned the original bulava cluster missile, then added that respective module to it, and referenced an existing warhead (thermonuclear MIRV / thermoMIRV).
The game would then crash on trying to load the part out in SPH.
So, I discovered that the ClusterBomb module was the root of this issue. I removed it.
Now I can spawn the cloned/modified missile into the game, but it lacks an attachment node, which is weird because the node configuration is identical to the original file. It throws this error:
[EXC 22:47:03.426] NullReferenceException: Object reference not set to an instance of an object
BDArmory.Weapons.Missiles.MultiMissileLauncher.MakeMissileArray () (at :0)
BDArmory.Weapons.Missiles.MultiMissileLauncher.Start () (at :0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
This is the code in the part file for the cloned Bulava missile.
As you can see I have referenced the thermoMirv part from the NKD mod.
MODULE
{
name = MultiMissileLauncher
launchTransformName = rotationTransform
subMunitionName = thermoMIRV // Reference the existing MIRV part
subMunitionPath = NKD/parts/Thermonuclear MIRV/model // Adjust path if necessary
salvoSize = 8 // Number of submunitions to deploy per fire command
isClusterMissile = true // Defines it as a cluster missile
isMultiLauncher = false
useSymCounterpart = false
overrideReferenceTransform = true
tntMass = 1
offset = 1
rippleRPM = 10000
}
I don't know what the issue here is. Can you explain it for me?
Is there a way to make custom multiMissileLaunchers? If so, what am I doing wrong here?
Hi.
Basically, SMI Armory/Mod adds ballistic missiles, such as the Bulava missile, it has two variants, standard and cluster.
I am trying to modify the cluster munition to work like a multiMissileLauncher as BDArmory has done so elsewhere (a GPS guided missile that deploys submunitions that are radar guided themselves).
So I cloned the original bulava cluster missile, then added that respective module to it, and referenced an existing warhead (thermonuclear MIRV / thermoMIRV).
The game would then crash on trying to load the part out in SPH.
So, I discovered that the ClusterBomb module was the root of this issue. I removed it.
Now I can spawn the cloned/modified missile into the game, but it lacks an attachment node, which is weird because the node configuration is identical to the original file. It throws this error:
[EXC 22:47:03.426] NullReferenceException: Object reference not set to an instance of an object
BDArmory.Weapons.Missiles.MultiMissileLauncher.MakeMissileArray () (at :0)
BDArmory.Weapons.Missiles.MultiMissileLauncher.Start () (at :0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
This is the code in the part file for the cloned Bulava missile.
As you can see I have referenced the thermoMirv part from the NKD mod.
MODULE
{
name = MultiMissileLauncher
launchTransformName = rotationTransform
subMunitionName = thermoMIRV // Reference the existing MIRV part
subMunitionPath = NKD/parts/Thermonuclear MIRV/model // Adjust path if necessary
salvoSize = 8 // Number of submunitions to deploy per fire command
isClusterMissile = true // Defines it as a cluster missile
isMultiLauncher = false
useSymCounterpart = false
overrideReferenceTransform = true
tntMass = 1
offset = 1
rippleRPM = 10000
}
I don't know what the issue here is. Can you explain it for me?
Is there a way to make custom multiMissileLaunchers? If so, what am I doing wrong here?