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  1. Is there like a sound pack for the BDA sounds, like the Missile launch, RWR lock, that kind of thing? Or do I have to do it myself? If so, how?
  2. I've just discovered how awesome BDArmory is and I have heard of fabled "communities" of people who will design planes to fight each other. Problem though: I can't find them. The Forum's search feature is either not very good or I can't use it correctly. Where are these BDArmory players? I wish to join in the fun XD.
  3. There's a lot of parts in bdarmory you can use to build your life annihilator, but there's no any contracts available where you can destroy vessels. You can spawn armed vessels by your own, but this is uncomfortable. How hard to create a mod which creates different armed vessels around Kerbin and orders to destroy them for reward?
  4. Please note that Physics Range Extender and Module Manager are required dependencies for BDArmory Plus Also be advised that using the World Stabilizer mod will cause problems with PRE as it has its own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BDA+ Release Links: Github: https://github.com/BrettRyland/BDArmory/releases Spacedock: https://spacedock.info/mod/2487/BDArmory%20Plus Issues link: https://github.com/BrettRyland/BDArmory/issues Wiki: https://github.com/BrettRyland/BDArmory/wiki Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Module Manager (REQUIRED): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/ Supported Mods: BDA+ has been made compatible with the following to allow integration with these mods: Camera Tools continued B9 ProcWings Fork Modified Procedural Parts TweakScale Ferram Aerospace Research Continued Firespitter (partial - only the active vessel has active engine throttling) Weapon Packs for BDA+: Fox Defense Contracts - Tank Turrets SMI Missiles and Launchers Aviator Arsenal Continued Kerbal Field Weapon Pack ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Overview BDArmory Plus (BDA+) is the release of two-plus years continuous development of BDA off of BDArmory Continued. Previously this development effort was released under BDArmory for Runway Project, but going forward it will be released under the BDArmory Plus (BDA+) name. BDA+ has numerous features and bugfixes over BDAc: Performance optimizations, tournament/autospawn tools, AI improvements, overhauled weaponry, hull material options and armor mechanics, battle damage, racing/waypoints and other game modes, and loads more. See the changelog for the full list of improvements and fixes. BDA+ also maintains compatibility with existing BDAc part mods and will continue to do so in the future. The BDA+ team consists of @DocNappers, @SuicidalInsanity, @josuenos and many contributors from the Runway Project community and beyond, including: Aubranium, Scott Manley (@illectro), Stardust (@Box of Stardust), Kurgan (@TheKurgan), Kaz (@Ryugi), CeruleanEyes, Fluffy, Cl0by, Concodroid, BillNyeTheIE, EzBro. BD Armory was originally developed by Paolo Encarnacion (@BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! Previous maintainers of BDArmory are @Papa_Joe, @jrodriguez, @SpannerMonkey(smce), @gomker, @TheDog and @DoctorDavinci. Changelog v1.6.11.0 v1.6.10.1 v1.6.10.0 v1.6.9.0 v1.6.8.0 v1.6.7.0 v1.6.6.0 v1.6.5.0 v1.6.4.1 v1.6.4.0 v1.6.3.0 v1.6.2.0 v1.6.1.0 v1.6.0.2 v1.6.0.1 v1.6.0.0 v1.5.9.4 v1.5.9.3 v1.5.9.2 v1.5.9.1 v1.5.9.0 v1.5.8.0 v1.5.7.0 v1.5.6.2 v1.5.6.1 v1.5.6.0 v1.5.5.1 v1.5.5.0 v1.5.4.1 v1.5.4.0 v1.5.3.1 v1.5.3.0 v1.5.2.1 v1.5.2.0 v1.5.1.2 v1.5.1.1 v1.5.1.0 v1.5.0.0 For older changes dating back to when the BDArmory Plus (BDArmory for Runway Project) forked from BDArmory Continued, see the changelog on SpaceDock. License BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. This mod is now called BD Armory Plus, and is being maintained by the BDA+ team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it. BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Plus also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  5. I cant zoom with either the ball or the pod, I use window 10, BDarmory for runway project, I can change the zoom, but only the sensitivity will change, the camera zoom remains the same
  6. I used CKan to download the BDArmory mod and the other required mods for it to work, but I can't actually build weapon managers or any weapons. All of the BDA tabs in the construction menus are completely empty, and when I check the R&D building there are no BDA things in the tech tree at all other than a couple of seats. Any ideas? I also tried installing the mod manually without CKan, and it's the same thing.
  7. Anyone has ideas for planes in BDA? I'm kind of bored.. Here "are" the thing(s) that I already made: 1 single biplane Hope you could help, thanks in advanced!
  8. I’ve seen videos of people playing with bdarmory and their radar displays look small. Mine takes up like half the screen. Is there a way to fix this?
  9. This is a continuation of Camera Tools originally made by BahamutoD and previously maintained by jrodrigv. It is intended to be used with the version of BDArmory Plus that has been extensively built upon after gaining a surge in popularity from Scott Manley's use of it in Runway Project and is currently being used for Flying Circus, but probably works fine with other versions of BDArmory too or even without BDArmory. > Download from SpaceDock Source on GitHub License: GPLv3 New features in v1.34.0 New features in v1.33.0 New features in v1.32.0 New features in v1.31.0 New features in v1.30.1 New features in v1.30.0 New features in v1.29.2 New features in v1.29.1 New features in v1.29.0 New features in v1.28.0 New features in v1.27.0 New features in v1.26.0 New features in v1.25.0 New features in v1.24.0 New features in v1.23.0 New features in v1.22.0 New features in v1.21.0 New features in v1.20.0 New features in v1.19.2 New features in v1.19.1 New features in v1.19.0 New features in v1.18.2 New features in v1.18.1 New features in v1.18.0 New features in v1.17.0 New features in v1.16.4 New features in v1.16.3 New features in v1.16.2 New features in v1.16.1 New features in v1.16.0 New features in v1.15.4: New features in v1.15.3: New features in v1.15.2: New features in v1.15.1: New features in v1.15.0:
  10. Got the idea of RPM and Aset combined with BD Armory to have the targeting system in the IVA moniters so you can control weapons and target vessels from inside the iva and maybe add in GPWS. Here is examples: Im not good at cooding and have never tried but was hoping for if anyone is working/have made it then please let me know
  11. *cough* So i decided to start this discussion to help fellas creating and developing Ground Vehicles to be used competitively in BDArmoury ground combat. Most of the thread i found after browsing the forums mostly help with Planes but i never saw anything related to ground vehicles. So therefore this thread will be the place. Now i'm not an expert in KSP BDArmoury ground combat however, the reason i make this so that far experiences player could share their techniques and way. This will certainly help evolve the BDArmoury ground combat. Now let's start with my techniques on developing competitive techniques: 1. Off-set Building. Basically you put all of the part of your tank into the root part. The Purpose of this method was to prevent krakening. By putting all part in your root part, when the BD Shell hits and destroy one panel, other panel wouldn't be affected because they technically aren't connected to each other. However, the cons of this method, was that it was time consuming and when the root part is destroyed, the vehicle will fall apart. 2. Sloped Armour Sloped Armour with BDA Panel works the same way as IRL sloped armour. it helps both deflecting round and increase thickness and potential of the armour. 3. Compartment Spaced Armour To prevent the root part being destroyed and due to how Armour panel works, Compartment Spaced Armour works like a charm. To do this, all you need was to create a compartment inside the Tank chassis with the Armour panel, and to further increase the tank survival ability, You put other stuff inside that compartment, such as Fuel tank (to run the fuel cell), Ammo Storage, Batteries and more. 4. Composite Reactive Armour Using IRL tank such as M1 Abram and Challenger 2 for example. Those two tank uses composite armour called Chobbam. From what i've been researching, the Chobbam's Unclassified composition is made out of Concrete sandwiched between 2 steelplate. So therefore, if we uses this method In KSP, it should look like BDA Armour Panel + KSP 1x1 Stock Panel/DLC Panel + BDA Armour Panel. Basically sandwiching Stock Panel and BDA Panel with the Stock Panel in the middle. From my experience, KSP Panel both Stock and DLC works like a reactive armour while the BDA Panel works like a regular panel. So therefore, after the BDA Shell penetrates the first layer of armour, it will hit the KSP Panel and the KSP will explode. However, from my testing, when used this way, The KSP Panel could damages the BDA Armour panel so used cautiously. My Recommendation would be used Compartment Spaced Armour and then using the Sandwich armour in the front, mixing it with non sandwiched Spaced BDA Armour and then using Another Reactive armour like how the Russian's T-90 tank uses. 5. Softkill and Hardkill APS What i mean by Softkill and Hardkill APS, is that using BDA Jammer to prevent or at least make it harder to lock onto your tank with missile. And using Turret (Such as the 30mm Chain turret or the M20 Vulcan Turret) for Hardkill APS like a CIWS system. This way, killing your tank with a missile will be somewhat Harder. 5. Power Unit and Wheel From my experience, most competitive lads would uses either RoveMax Model M1 or TR-2L Ruggedized Vehicular Wheel. Those two wheels both have pros and cons. First one with Rovemax M1. It has a great acceleration rate and consumed less power than the TR-2L Wheel. It also have a great suspension system compared to the TR-2L. However the cons of the M1 is that it has a lower top speed, narrower surface which leads to instability at higher speed than the TR-2L. To fix this was to duplicate the wheel so it has the same surface width as the TR-2L. This would increase the acceleration rate and top speed however, the power consumtion rate and the price will be so high that it became worthless. TR-2L meanwhile have a lower acceleration, high power consumtion rate, and a mediocre suspension compared to the M1, however, the surface width of the track is wide enough so that you won't need 3 tire layer on one side jsut to have a grippy vehicle. For maximum speed from my experience, usually many competitor uses Juno engine and TR-2L, while some use Juno and M1. However, running on just battery isn't gonna last that very long especially you need the battery to run the vehicle and the track. To generate the power for the battery, i usually uses 4 Baguette tank and one large Fuel cell. This is enough to prevent draining power from the battery once you're on full speed with the tank using just the track power. If you have more tips and tricks to min-max your ground vehicle, please reply PS: Sorry for the grammar.
  12. Aircraft Mission Sharing/ Build Challenge I wanted to put forward the idea of a challenge where people can put forward ideas for and create different mission scenarios set in RealSolarSystem Mod such as a city fortified with tanks or a Bomb target somewhere in WW2 Germany and then let anyone who wants to download the save file then design their own Aircraft to complete the mission. I think this could create some really fun possibilities like building an A-10 like plane to take out a line of tanks or a WW2 Bomber with the range to reach Berlin from London to avoid BF109 interceptors and drop its bombs and return home. If anyone has any ideas or wants to take part let me know!
  13. North Kerbin Dynamic B-83,Castle bravo,FOAB,MOAB and lastly Tsar bomba North kerbin dynamic is now ported to 1.9.1 This mod add plenty of bomb including nuclear one,and some conventional bomb is also in this mod.Originally developed by harpwner this mod hasn't been update in a while and some bomb are not working so i decide to update it.Now there are plenty of bomb working including Tsar bomba,Castle bravo,B-83,Moab and all other that i haven't mention(All the gun and turret are still not working).Currently all bomb are in the missile tab i will change that later.Mirv and B-61 are deleted due to malfunction i will re-introduced them soon.All the hard work came from harpwner so please support him. Direct download link https://drive.google.com/file/d/1k6ykdfyrAxpUuAqHwH7YET2Jw1gcAWyp/view?usp=sharing Discord https://discord.gg/EguWxXw Debug Discord https://discord.gg/6WuePMa
  14. I tried downloading bdarmory fps but my kerbal does not equip the guns so is ther a similiar mod to that. mod link for informations about the mod:https://spacedock.info/mod/284/BD%20-%20FPS
  15. Greetings, Pilots The AirCombat Lite series of crafts are designed with minimum mod usage, using only on Airplane Plus for aesthetics and functional parts and BDArmory for armaments Using minimum mods should help for users with less-advanced computers who can't put on 50+ mods or they'll melt their computers, also to ensure widespread use because some people just don't want to use certain mods AirCombat Lite crafts are mainly based on US jet aircrafts, some are replica, some are not Feel free to use these crafts as OPFOR to help you design and fine-tune your aircrafts The Hangar F-102 Auk - Download F-107 Asp - Download F-109 Adder - Download F-110E Mamba - Download F110F Strike Mamba - Download EF110G Wild Mamba - Download RF110E Mamba - Download F-24 Krait F-25A Boomslang F-25B Strike Boomslang YF-25C Super Boomslang YF-26 Taipan XF-27 Keelback XF-28 Cottonmouth Universal Key Features Every craft have enough fuel for at least 1 hour flying time (measured with KER) Every craft use RCS key to toggle afterburners BDA AI flight control module for every craft is calibrated to loiter at 8000m altitude, 200m/s airspeed BDA Weapon Manager and onboard cannons/machineguns for every craft is set at 500m gun range for realistic dogfighting
  16. When the loading screen gets to the text "BDArmory/Parts/20mmVulcan/vulcanTurret/bahaGatlingGun" the pic keep scrolling but the loading bar stops. I've let it run for a while and nothing has changed with the bar. What is wrong and how can i fix it?
  17. Hi, I'm currently playing Kerbal Space Program version 1.3.1. I downloaded North Kerbin Weaponary, Module Manager, BdArmory, and Kerbal engineer. (I also checked if it is the right version for 1.3.1) However, when I make an attempt to launch or drop some bombs and missiles, it says "Weapon Manager Not Found." even though I have on attached on the plane. I tried to fix it by myself for more than a week, and it still doesn't work. Can anyone help me?
  18. I was Making a MiG-1.44 Replica And I used a Custom Bombbay, When I put it into a dogfight I had to Manually Open it, the AI will not fire a missile until it is open because the missile path is obstruced. Also, My F-14 Tomcat, when operated by a AI, Does not change the wing sweep regardless of the situation, it must be done manually. Is there a Way to Make the AI use the Infernal Robotics Joints Like the Cargo Bays for concealed weapons?
  19. So I recently installed BDArmory from this link, along with the required mods and North Kerbin Dynamics. I unpacked 3 folders into my GameData (BDArmory, BDArmory.Core, DamageCurves), and the other mods (North Kerbin Weaponry, PhysicsRangeExtender), as shown here. I start the game, I see the game loaded all the files. I go to the Spaceplane Hangar, look for the parts. I find the North Kerbin Dynamics parts in the utility section, but no BDArmory parts (anywhere). I then look around, find the parts under the Bahamuto manufacturer. I add basic weapons to a simple plane, add the Weapon Manager part and launch the plane. The Weapon Manager menu doesn't appear, and I can't do anything with the weapons (if I right click them, I can see they are filled with ammo). So, any help would be appreciated. Thanks in advance! Edit: I forgot to mention that I can see the Physics Range Extender menu, as well as open it.
  20. when you place a camera boom onto your craft, how do you switch to their respective view? Using BDArmory.
  21. I don't know why but it looks dead
  22. I can't seem to be able to open wing commander in my game. Where is it supposed to be in the files?
  23. Hello if anyone can see this. I have used BDArmory in KSP 1.3 and it worked great, loved the mod so much. Seeing the new updates like 1.5 and 1.6 got me excited to combine such a mod. Unfortunately, I have ran in to a problem when loading my KSP game. I downloaded the mod for 1.5 and 1.6 through this website: https://github.com/PapaJoesSoup/BDArmory/releases I download the zip file and extract the mod folder, place the folder in my ksp gamedata folder. When I run the game in 1.5 or 1.6 the loading bar says BDArmory/Parts/20mmVulcan/vulcanTurret/bahaGatlingGun, and stays there forever. The loading screen with the picture slideshow and witty loading comments doesn't stop however. Am I doing something wrong?! The github releases say that it was recompiled for 1.6 and 1.5!!! Can someone help me please!!! This mod is amazing and I only wish it would work!!! I've been trying to figure out the problem on my own for two days. Hopefully I will get answered. Seems he/she got the mod working: Someone help me please.
  24. I have been having this problem with BD_Armory, where it will get stuck loading at the BDArmory.1.2.4.0_12302018 /GameData/BDArmormy/Parts/20mmVulcanTurret/bahaGatlingGun
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