Lazor Guided Weapons

Lazor Guided Weapons.


The Lazor Guided Weapons pack contains 3 missiles that can be placed on and fired from any vessel or plane. The missiles will follow the target assigned by the built-in targeting system or Lazor System’s target.

NOTE: Requires Lazor System and KSP version 0.22:
download it here:

Lazor System:
Robotic Arms Pack:
Lazor Guided Weapons:
Lazor Docking Cam:
Lazor Cam:

Please check my main thread on the KSP official forum. -> HERE


Place the contents of the Romfarer_LazorGuidedWeapons... folder in your KSP root folder. All folders are required to run this plugin. The files included in this package are taken from my Lazor System plugin. Download it here. I try to keep all versions up to date with the latest lazor system build, but if you want to make sure its up to date and bug free, download lazor system.

Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

The Lazor Guided Missiles can be assigned to any action group in the VAB or SPH. The missiles can also be staged. To fire individual missiles, righ click on them in game.


34 Comments for “Lazor Guided Weapons”

  1. Romfarer, you missiles are great, but moar bomb\cruise missile\ICBM Warheads needed. Tomahawk, MOAB, Minuteman, as sample.

    Kirill Solovyev February 15, 2013
  2. great missiles :D but i think the large one is a little bit overpowered, it can get to 10km/s! :o

    Paul Estrada February 18, 2013
  3. The cruise missile will probably achieve those velocities when fired outside the atmosphere. If anything, it will make it a lot less accurate so it is hardly overpowered.

    Restrictions on velocity can certainly be implemented when the missile is fired within the atmosphere. However, it is almost impossible to implement restrictions on velocity on this missile as it will receive over 2000m/s starting velocity when fired from a vessel in orbit.

    I bet something similar would happen if you fired a real life missile from orbit.

    Romfarer February 19, 2013
  4. Is there a way to increase range on the missiles? i rather blow my 100 pieces of space debris out of the sky from ksp than launch a platform to track them down :)

    Tony Khalil February 19, 2013
  5. Tony Khalil, Strictly speaking technical, it is possible. However don’t get your hopes up it will actually happen.

    Romfarer February 23, 2013
  6. my missiles will not launch correctly… they wont detach from my space plane they just start thrusting

    Nathan Foreman February 27, 2013
  7. no matter what i do, i can’t get the long range missile to hit my target, any tips

    Alexander Davenport March 5, 2013
  8. How can i change the distance of the camera?
    I’ve modified the long range missiles into nukes, but can’t use them with the current system

    Trublud March 10, 2013
  9. well I don’t know if it’s practical, but I just thought of how to limit the velocity of the cruise missiles, rip the velocity curve module from an air breathing engine, inject it into the missile’s config file, then tweak the parameters to give it a sharp thrust falloff at the desired velocity. If it’s still exceeding that when launched from orbit then all it needs is a touch of drag on the tail end, bolt something on the tail to give it drag, I’d personally use air brakes from the airplane parts mod.

    Tanya Sapien March 13, 2013
  10. Just curious; when are you going to update it to 1.9?

    GamerswithCookies April 16, 2013
  11. Can you add bombs? Like the anti infantry bomb and a lazor guided bomb? Thanks!

    mw2mw3rhett April 20, 2013
  12. Brilliant pack. I just have suggestion
    1: The Large Missile’s surface range on a planet varies to its size. The problem is, none of the missiles take into account the curvature of the planet, leading to a crash. The missile needs to take into account the curvature of any planet it’s on, if there is a planet. Otherwise, great pack!

    GamerswithCookies April 23, 2013
  13. I think it would be neat if there was a cruise missile that when used from a plane, would drop down and fire a few seconds after. Also, you could just implement it into the current system in a manner where you could set the time of a missile after deployment of when it would.

    Denis Shellden April 27, 2013
  14. when i launch a missile in orbit the missile gos the opposite way. away from the target.

    Geoffrey Badgley May 11, 2013
  15. the “nuke” needs to be more “nuclear” :D

    aval5 May 17, 2013
  16. is it wrong the first thing i did with these in 0.20 is try to attach a chair to them

    witch dose not work, is it wrong to want to fire kerbal tipped Warhead’s… I think not!

    that aside its a grate mod thanks for all the hard work Romfarer

    oz searle May 24, 2013
  17. hey i really like the missiles but when i hit my target my launch platform blows up so am i doing something wrong please tell me

    michael reass May 26, 2013
  18. How do i get into a Missile cam?

    Zuzea May 29, 2013
  19. a bit weird but missiles range is only 5 k they dissapear after anyone have similar issue ? noticed only in 0.20.2

    Pliuple June 3, 2013
  20. Where do I install Textures???!!

    J June 9, 2013
  21. When I launch a missile it doesn’t decouple, does anyone know what’s going on?

    Jonathan Barmaki June 11, 2013
  22. My missiles wont decouple, tried it on different parts and with all 3 missiles and it still wont work. can you fix this possible bug soon please?

    toxictalon74 June 12, 2013
  23. Where did the bomb go? I really would like to have it in my game but it seems to be non existent in the current downloadable pack.

    Ross MacDonell June 25, 2013
  24. @toxictalon74, thats exactly whats happening to me! ROMFARER, FIX THIS BUG!!!

    John Redwork July 1, 2013
  25. ti´s crasing for me ven i bylding fings

    björn niemi August 4, 2013
  26. I’ve been trying to launch missiles from orbit to ground but they miss completely every time.I also tried to activate the lazor system some time after the missile was entered the atmosphere but it didnt help. Can someone help me with this?

    Matias Hankilahti August 12, 2013
  27. I have the same problem than Ross MacDonell, I didn’t found anywhere the Lazor Bombs…

    Khubilai19 August 19, 2013
  28. does this require your laser mod

    jarednat August 24, 2013
  29. false alarm sorry

    jarednat August 25, 2013
  30. This plus Infernal Robotics accidentally got the cruise missiles into a 13 billion km. Kerbol orbit and climbing. XD

    Ethan Jarocki August 31, 2013
  31. Sorry, 14 billion and they ran out of fuel.

    Ethan Jarocki August 31, 2013
  32. I think I made new planets!

    Ethan Jarocki August 31, 2013
  33. The missiles are are OP and I like to see my target fly into many pieces not vaporize. Also add more weapons.

    Ryan Mckearnin September 1, 2013
  34. By “KSP root folder” you mean the base “KSP_osx” folder, right? The one with the “Gamedata”, “Parts”, “Plugins”, etc? (I’m on a Mac, obviously)

    Mitchz95 October 30, 2013
  35. your cruise missile engine is a little bit strong I fired one off the runway and it’s trajectory carried it out of the Kebal system

    Leif Eriksen November 23, 2013
  36. um i put the Roamfarer into the gamedata folder…

    did i do it right

    Reilly Pratt November 25, 2013
  37. (the one that was in the gamedata folder that i downloaded from you)

    Reilly Pratt November 25, 2013
  38. Unlike all other mods on the site this ACTUALLY works! And it works really, really well!

    RULERULTAMIS November 29, 2013
  39. Is this out for 0.23?

    SpaceTraveler December 18, 2013
  40. Lazor, can you plz make a machine gun ?? we need it!

    lightfromdeath December 23, 2013
  41. Cant seem to get any accuracy with any of the missiles at various ranges. Attempted launching the lightest missile at a medium sized target in a nearby orbit but it always goes wide by at least 100m.

    Additionally, cant seem to hit any ground targets when launching ICBMs from my orbital platform. Targets well within 90km.

    What am I doing wrong?

    Madeyes2882 February 1, 2014

Leave a comment

You must be registered to comment or login now.