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Found 60 results

  1. Note: See spoilers below for release notes, videos, Github download and issues links Hi all I am posting this thread due to the loss of threads in the Addon section of the forum and, as it has been discussed among our members, that there needs to be a thread for the BDAc family of mods that we maintain The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that versions prior to BDAc v0.2.0.0 are no longer supported ... This means that only the most recent version of BDAc is supported at this time Also, to correctly install BDAc, first download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN And in regards to support, KSP.log please (as well as BDAc version, KSP version and modlist) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia Papa Joes Soup Github link: https://github.com/PapaJoesSoup?tab=repositories BDAc Release Notes: BDAc Family Mod links: Videos:
  2. Improved Explosion Effect! The definitive BDArmory Nuclear Weaponry (and other things) Pack! REQUESTS ARE ENCOURAGED! Donations = More Coffee! Welcome to North Kerbin Dynamics, supplier of Nuclear Weaponry and other modern or old weapons that will make you appreciate explosions even more than Michael Bay! This pack REQUIRES BDArmory 0.211 or later, earlier versions will NOT work with this mod! Also Requires C.A.L++ (Thanks Acea and Prometheus!) Download on Spacedock Videos: Changelog: Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) Keep an eye out on my YouTube channel for a full overview of the mod (coming at some point soon): https://www.youtube.com/channel/UCebuxPejQ5u3wd1VC-hNQjA
  3. The F-137 Skyblade is my first fighter jet using the Crossguard-Blade wing shape concept I designed when I was drawing concept aircraft profiles. I came across a particular drawing the other day from a couple years ago with this wing concept, and decided to try my luck with it in KSP 1.2.2. The result is a Mach 2.56 twin engine super-maneuverable aircraft using BDArmory. Performance and Aircraft stats are the aircraft's actual in-game performance capabilities. Aircraft Description The F-137 SkyBlade is a supermaneuverable twin-engine fighter designed to be an all-weather medium range interceptor. It’s distinctive cross-guard blade/ wing shape makes it a unique and agile aircraft. Designation: F-137 ‘SkyBlade’ Manufacturer: Lockheed-Kerbman Top Speed (At Cruising Altitude): Mach 2.56 (880 m/s) Cruising Altitude: 7000m Powerplant: MK22-V Afterburning Turbofan Minimum Crew: 1 Maximum Crew: 2 Takeoff Speed: 60+ m/s External Weapons: -6x Variable Length Missiles -1x Hidden Vulcan Rotary Cannon Internal Weapons: -3x FAB-100 unguided bomb (100kg) Dimensions are as follows: Wingspan: 14.5 meters Height (Ground): 13.9 meters Length: 15.7 meters Creator: Moonsparkejo Date: 7/21/2017 Built in the SPH in KSP version 1.2.2. Mods Airplane Plus AoA Technologies - Aviation Parts AoA Technologies B9 Procedural Wings Modified BDArmory Mk2 Stockalike Expansion NKD - North Kerbin Dynamics for BDArmory Squad (stock) TweakScale - Rescale Everything! damichelsfuselage Kerbal Joint Reinforcement
  4. Fox Defense Contracts is both and Expansion of BDArmory Continued, and SpannerMonkeys (smce) Old School Turrets. The main goal is to add in much more tank turrets for both the ksp war communities, and the creative community. Mainly it's a Work in progress as I'm still planning on getting things worked on, Adding more turrets, and even making sure they're balanced for BDAc. You can suggest what I could add via here in the forums or via PM. Either are fine. Requires: BDArmory Continued V0.2.0 or later. Download Here: SpaceDock Link Alternate download here: A link to my Dropbox Installation: Delete any existing FoxDefenseContracts folder. Then drag and drop the new one into the GameData folder Changelogs: Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: License:
  5. A sci-fi addon for BD Armory, it adds a bunch of weapons inspired by Star Wars. Updated to 1.2.2 by using BDArmory Continued. Also features a "Power" system as ammunition, which is quite simplistic. The whole thing is really, but it's nice to have anyway! Basically, use the battery pack called Power System for all your needs. There are currently three unique models, contributed by SpannerMonkey and Wraith977! Download over at Spacedock. You will need BDArmory Continued installed. Feel free to contact me with both bugs and requests/suggestions/ideas. I will probably add more weapons with time, but currently there are: Ion Cannon: Based on the howitzer, it is a very powerful weapon on a direct hit, but otherwise does minimal damage. X-1 Light Laser: A small automatic laser gun. M50 Dragon Turret: Tank Turret that focuses on explosive radius but is not as strong as normal tank cannons. It fires slightly faster too. Scout Laser Cannon: Automatic relatively light laser cannon. Laser Turret: Pictured above, it's inspired by TIE Fighter guns. A light and small weapon. Turbolaser: Heavy turbolaser, for all your capital point-defence needs. It now acts as a proper flak gun with explosive shots. X-8: Automatic laser cannon. Deadly. X-10: Inline lighter laser cannon, for fighter use. Based on the X-Wing, featuring model by SpannerMonkey. Old Republic Defence Turret: Very fast firing experimental turret, provided by Wraith977. Dorsal Turbolaser Turret: Heavier turret, great for general use on bases and various starships. Also made by Wraith977. License: CC ShareAlike 2.0 With all credit due to BahamutoD, and his awesome mod(s). As well as the team working on BDArmory continued now of course. And SpannerMonkey and Wraith977 for providing some really cool weaponry!
  6. ATTENTION: Behaving quite stable now though, this stuff is still under development. Remember to read and follow ALL manuals below, and use it at your own risk. Naval Artillery System(NAS) is basically an expansion of the amazing BahamutoD's BDArmory, providing a set of naval weapon replicas and weapons used to attack naval ships from both side in WWII. It is still WIP, and not so detailed, we would improve that soon. PERHAPS The pack is now under development of a modding team named Kerwis, members of which are all from China. I am honored today to post this small expansion to you all! Our members: Models: Acea, Ben, BF2_Pilot, Edoaca, GeorgeDuty, Icecovery, ladeng, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, sky92 Import: BF2_Pilot, flywlyx, GeorgeDuty, ladeng, ouloul Configs: Acea, ladeng Technical Support: BF2_Pilot, flywlyx, GeorgeDuty, HoneyFox, ouloul, Summerfirefly Debug and DEBUUUUUUUUUG: All of us above, and Himidori Shuumoto Localization Supporters: Japanese: eboshi Russian: Next_Star_Industries Simplified Chinese: Acea Spanish: fitiales Special Thanks: harpwner (for his wonderful firing effects) TheBeardyPenguin & TAPEGaming on YouTube (for their awesome Fall of Kerbin series and actual battle data for us to rebalance and improve NAS) REQUIRES: BDArmory Continued v0.2.0 or later. Older versions are not supported. C.A.L (Redistributed in the release), a BDArmory addon by LORDPrometheus, containing a common ammunition definition file and ammo boxes for many of the added ammunition types. Module Manager, an API by sarbian and all of you know what it is. RECOMMENDS: Hangar Extender, a plugin by Snjo, allowing you to build larger ships. Kerbal Joint Reinforcement, an excellent plugin by ferram4, which strengthens the link between parts. Large Boat Parts Pack, a warship expansion by Laythe and SpannerMonkey(smce), which give us easier access to constructing WWII and modern naval ships. Maritime Pack, a universal ship expansion by Fengist, which provides parts ranging from steam ships to escort/light carriers and new functions. WW2 Warships, a ship simulating mod by Azimech, providing features like sinking simulation, which are quite useful in AI or multiplayer combats. COMMUNITY EXPANSIONS: MalFunc Weaponry, created by Themorris, with several modern naval weapons, useful for everyone who enjoys building warships. North Kerbin Dynamics, an addon by harpwner, providing nukes, Mk 45 naval gun, and a bunch of cool stuff. P.E.W, made by LORDPrometheus, with a lot of missiles, bombs and turrets based on actual American and Russian weapons. MORE WWII WEAPONS: Aviator Arsenal, a BDA addon made by tetryds, contains the most famous World War 2 aircraft weaponry. TUKE Attack Systems(WIP), an expansion pack for BDArmory by TUKE, adds several WWII aircraft weapons. Source code: https://github.com/Summerfirefly/ASW DOWNLOAD: SpaceDock (Available on CKAN) Alternative: Curseforge INSTALLATION : Delete the existing CAL and NAS folders in your own GameData, then unzip GameData into game directory. Changelogs: Please tell me or PM my teammates if you have any questions or suggestions about this pack. We're glad to help. License: AntiSubmarineWeapons was released under CC BY-SA 4.0. Firespitter plugin was released under Snjo's custom license.
  7. Presenting to you, an addon for BDArmory: Some more Pictures: I think this is really useful for everyone who enjoys building warships. I will take requests, but I make no promises, that this mod stays up to date. But this time I created project files, so in the case I can't develop it any longer, It should be no problem for other modders tocontinue it, when I give them the files. Parts: Changelog: Requirements: -BDArmory v0.11.0.1+ DOWNLOAD: Spacedock: http://spacedock.info/mod/203/MalFunc%20Weaponry License: https://creativecommons.org/licenses/by-sa/2.0/
  8. Download: http://spacedock.info/mod/389/Tbone%27s%20XAGM The XAGM is designed as a top-attack GPS guided Air-to-Ground Missile so you will (almost) always be able to hit any ground target that's behind any cover, provided you have it's GPS co-ordinate. I'll let this video do the talking... Also, for anyone wondering where I got the weapons bay from, it's a mod called Red vs Blue by Scoundrel and can be found here: Licence CC-BY-SA
  9. https://drive.google.com/file/d/0B65UbcdnfM7ebm1BVzBxX1BGUkE/view?usp=sharing So no clue what's going on but I know BDArmory is doing it. I've updated everything and tried ATM but neither worked. I crash right at the starting loading screen at 'Loading Part Upgrades'. There's no black screen just a normal crash. I'd really rather keep BDArmory so if there's a solution other than not using it that'd be great.
  10. I am wondering if there is a mod or something that can make your plane stealth, so that you cannot be detects on enemy radar from BDarmory. I have built a fighter that looks stealthy to me, using quiztechaeropack, BDarmory, and stock. I want to use stealth capability when attacking someone. Any suggestions will be appreciated.
  11. As of lately, I have been working on a project to replicate all major post WW2 fighter/attack aircraft of the US/USSR/Russia. All new ones will appear here. If you have any suggestions, post them here. They were built in KSP 1.2.0. All require BDarmony, a lot need TweakScale and Airplane Plus, plus other mods as needed. WW2. None Available Korean War MiG-15 https://kerbalx.com/dundun92/MiG-15 F-86 https://kerbalx.com/dundun92/F-86 Veitnam/Early Cold War. F-4E https://kerbalx.com/dundun92/F-4E MiG-21 https://kerbalx.com/dundun92/MiG-21 Late Cold War/Modern Era F-16C https://kerbalx.com/dundun92/F-16C MiG-29 https://kerbalx.com/dundun92/MiG-29
  12. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  13. Hello there! This is a post for the ones who want to sumbit pictures of their fighter jets, or attack jets of course, replica or not! Rules: 1. This isn't actually a rule but: All mods are allowed, but make sure to use BDArmory on all planes! 2. Disappoint Jebediah by telling him NOT to go to space! 3. Rule 3. doesn't exist! 4. Tell which mods you are using if it isn't BDArmory Examples: The A-164! (Yes, i broke the rules, i don't have a picture of the weaponised version) Download Mods in spoiler "Last" words So yeah, have fun! Also try to tell others what was good and bad about their plane! Have fun!! -Choice
  14. BDDMP What is BDDMP BDDMP is a mod that was initially created by dsonbill, that I then adopted, that allows for the use of BDArmory weapons in DMP. This mod redistributes BDA, as it needs to add hooks to calls. This mod should be compatible with BDA Addons, but I can make no guarantee, especially if they use a custom DLLs, and may crash due to the changes to BDA code, however, I am working on fixing that. This mod works through judicious use of the DMP API, as well as a modification to the BDA DLL in order to detect events, such as part destruction. Features Missile Sync Damage Sync Explosion Sync Flares Tracers MANY BUGS WIP Implement Turret Rotation BUGS Missiles may not correctly remove themselves on detonation, as I am leaving missile control to DMP (each missile is a vessel, and DMP syncs vessels easialy, but doesn't destroy them) Others can hijack your craft Damage can be done to a craft if in different subspace TODO LIST Implement Better Missile Sync Implement Laser Beam Sync Improve Tracer Sync Download, Source & License Licensed under CC0 with the Modified BDArmory licensed under CC BY-SA 2.0 All of the BDArmory parts were made by BahamutoD, and I have done nothing with them Sources: Modified BDArmory BDArmory Multiplayer Patch Download: Stable (ish) (Redists BDA) Installing Download DLLs and Paste into GameData The mod contains all the BDArmory files, so BDArmory isn't needed Footnotes If you want to know something, ask it - There's no harm in asking, just remember a am a person and can't always answer immediately. Also if you want to know something and I'm not around, then you can test it yourself Old Post
  15. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different team, .craft files will need to be edited so that Guard Mode is set to true. This mod allows authors to build crafts from scratch using these activated subassemblies so that they don't have to do any craft file editing outside of the game. There are 3 different variants of this mod: Activated Subassemblies: Engines: Stock engine subassemblies that have been pre-staged and pre-ignited. Requirements: None Download on SpaceDock & CKAN: https://spacedock.info/mod/1376/Activated Subassemblies: Engines Activated Subassemblies: BDArmory: BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1377/Activated Subassemblies: BDArmory Activated Subassemblies: Engines & BDArmory: Stock engine subassemblies that have been pre-staged and pre-ignited & BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1378/Activated Subassemblies: Engines %26 BDArmory Installation: 1) Download one of the 3 variants 2) Extract zip file 3) Drop the saves folder from the extracted zip file into the KSP installation directory. 4) Use the activated_bdarmory, activated_engines or activated_engines_bdarmory sandbox game save to access the subassemblies. 5) Alternatively, copy the Subassemblies folder within the installed game save into your own existing game save folder to access the subassemblies. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Let me know if there's any additional parts that people would like activated and add to this download.
  16. Whenever i try to use guns in BDArmory the lead indicator does not work. I installed the mod correctly and don't know what may be causing it.
  17. I have been having some problems with my mods. I would appear that one of the mods I have has broken the parachutes (the parachutes are empty objects, when I put them on my ship I get the warning that I don't have any parachutes, they don't show up in staging, so on, they just don't exist from a function standpoint), some other things, and all of BDArmory. I could go through taking out each one and trying it but my computer is a bit slow and it would take hours. I'm hoping I can get a quicker response on the forums. I'm going to list everything in my GameData folder, so if you know of any clashes, please tell me. BDArmory CommunityCategoryKit CommunityResourcePack FerramAeroSpaceResearch Firespitter JSI KAS KAX KerbalEngineer KIS Klockheed_Martian_Gimbal KWRocketry MagicSmokeIndustries MechJeb2 PlanetaryBaseInc ProbeControlRoom QuizTechAero SmokeScreen Squad (of course) ThunderAerospace Trajectories TriggerTech and a few versions of module manager I feel stupid to ask about this since I have been playing for 4 years, but I don't have time to go through them myself anymore. Thanks in advance!
  18. Defense Combat Advisors [DCA] DCA is a BDArmory military contract pack for Contract Configurator DCA contains 18 missions of enemies from the Air, Land & Sea. Requirements: Contract Configurator: https://github.com/jrossignol/ContractConfigurator/releases BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: http://spacedock.info/mod/1090/Contract Pack: Defense Combat Advisors Installation: Extract Zip File Drop GameData folder from either Legacy Aim Mode or Default Aim Mode folder into the KSP installation directory. May need to launch game and open contract configurator and select DCA contract, may need to turn off other contracts to make DCA contracts visible. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Changelog: v1.2.2.1 Compatibility with KSP v1.2.2 v1.2.2.2 Ended legacy aim support. Removed craft files without missions. Invalidated possible dependencies with Mechjeb & Engineer for All. Adjusted mission rewards to minimize impact on player careers. Redesigned enemy crafts with probe cores more exposed, to increase likelihood of triggering completion conditions.
  19. When I attach weapons and weapon managers, they don't work, at all. But it is up to date, according to AVC, so whats causing the problem?
  20. Hereby I proudly present you my first mod - a Point Defence Cannon as seen on MCRN Tachi space corvette in The Expanse TV series. Point defence cannon is essentially a space CIWS. So far I have only fixed model that is just raised on its mount when activated. But I plan to add the one that will retract into special bay eventually, just like the ones in the series. The nicest feature is the inbuilt tracking-only radar with RPM camera built in. If you have Raster Prop Monitor installed then you'll be able to watch your target on MFD screen as the radar tracks it. Download from Spacedock: http://spacedock.info/mod/327/Tycho%20Orbital%20Shipyards%20weaponry Suggestions are welcome
  21. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  22. Though I love that KSP is always in development, and the team has my many thanks and kudos, I love-hate incoming new versions as they always destroy my mod build... this time I am at a loss as to what happened. Maybe it's relevant for the new release so i think I best post it here (and who knows, maybe someone knows what happened). 99% of what I have is CKAN-ned. So I foolishly saw a new BDArmory and installed it. Silly me for not checking first: it was a pre-release (bda) for the pre-release (ksp) so it was not intended to work with the current version. So obviously my game crashed. No big deal so far. I removed it with CKAN, removed the old BDarmory with CKAN, reinstalled current BDa via CKAN... later on I reistalled it manually from elsewhere (github)... But no joy. This is what happened. The currently compatible BDa installed properly. I know it did, since I have old previously saved craft with BDa parts and they loaded just fine. I can even fly them. But the BDA tab (and corresponding parts) disapeared from the VAB parts menu. And from every other tab in the menu. Basically its like I have BDa, since the parts placed in previously saved craft exist allright, but I cannot access BDa's parts anymore for new craft. Also, althoug the craft did load, the BDa parts were kinda 'dead', meaning, I couldn't interact with them by clicking on them, or any other way. Weird! To quote the ending line from the movie "the sand pebbles": what the hell happened!
  23. Working on... SURVEY LINK SURVEY (Android Tested): https://docs.google.com/forms/d/1acNoGsqV_RoJuOQByyf_K8d_vY34YkODPzFkVreuwns/edit?usp=sharing XLS File (Android Tested): https://docs.google.com/spreadsheets/d/1-4SE_CGTRtYdPhifQYCKKyTnjlo3ZNFMmESbkErxQJU/edit?usp=sharing Current parts Baker test Bomb Katyusha Rocket M-65 Nuclear cannon Uranprojekt-1 (Heisenberg Gërat) Uranprojekt-3 Uranprojekt-4 AN-11, First French nuclear bomb Fatman, nuclear bomb Little Boy, nuclear bomb FritzX, Radio guided anti-ship missile Norden bombsight, Targeting Camera Ruhrstahl RX-4, AAMissile Uranprojekt-2, pedant Dirty Nuclear Bomb Thin Man, Dirty Nuclear Bomb Davy Crockett, Tactical Nuclear Rocketcher (wip) Grand Slam Earthquake Bomb Tallboy Earthquake Bomb T-12 Cloudmaker Earthquake Bomb Mark 5 Nuclear Bomb Mk108 MK 214 50mm cannon request MG 17 MG 151/20 Disney Bomb Projected Parts Pak 40 Torpedo Missile turret Karl Mortar request MachineGuns/turrets (WWI, Vickers, Lewis, Villar-Perosa, Becker 20 mm, M1917 Browning, MG14, Fokker-Leimberger, ...) WWI "Special" Early turret Bofors 40mm Getter robo LD: Drill missile, Strong missile, Getter Beam. Cowboy Bebop: WDF Armory M3C Devastator-class heavy plasma cannon. Evangelion: N2 bomb "inline" warhead and missile. Escaflowne: Basram's doomsday weapon. Ghost In The Shell: Fuchikoma cannon, Standard Issue Big Gun (in a turret), Sniper turret Flamethrowers Recoilless rifles Navy cannon a very little one, not a big turret (data taken by me from a real cannon) 1-inch Nordenfelt gun Canister cannon 380 mm RW 61 rocket launcher L/5.4 (Sturmtiger main weapon) Bouncing bomb request (Maybe impossible) Tzar bomb Mirv Castle bravo Download: Release Thread Thank you for your attention
  24. All, Found this Ejection seat mod about a week ago. I wanted to get this out there because it has given me some good hours of fun being hit by Bahamuto's missiles. https://www.youtube.com/watch?v=yaGspKdhayU Special thanks: linuxgurugamer for saving my Kerbals with the awesome ejection seat mod!!! https://github.com/linuxgurugamer/EVA... As well as Mallikas for the excellent Cockpit mods! https://spacedock.info/mod/658/Aviati... And... Hats off to BahamutoD for the destruction! https://spacedock.info/mod/79/BDArmory -Kroltz
  25. SERIES III Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW1 Theme) How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @Draconiator | @colmo Check out these other ASC Divisions: ASC-IV (No Restrictions) Coming July! | ASC-A (PvE Arena Ladder) Coming Soon! King of the Hill: TorchedForever - K1A Volante Number of Wins: 8 Registered belligerents: The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - DEFEATED! GDJ - Avro Super-Bee - DEFEATED! He_162 - Heinkel P3 - DEFEATED! Triop - FU-247 - DEFEATED! epicman81 - 1 mk25 Llama (20mm), 1 mk25 Llama (50 cal), 2 mk24 Starfish - DEFEATED! Draconiator - Kerbwith Alpaca - DEFEATED! AlexTheHu - ASC Tri - DEFEATED! qzgy - PointyStickFish Mk 11 - DEFEATED! It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! ASC Series Playlist: The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge III Match Rules: All matches are hosted in KSP 1.1.2 with the latest BDArmory, Kerbal Aircraft Expansion, and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM inigma to do so). Challenges are best of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on the official YouTube playlist embedded above. Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 50 part limit maximum per craft. 2 fixed guns maximum, no turrets All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if any of the ASC match hosts fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.1.2 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects HyperEdit iPeer's InFlightFlagSwitcher Kerbal Aircraft Expansion Malah's QuickBrake Take Command Texture Replacer Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC III KOTH belligerent vs king (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series III - Line of Succession SuicidalInsanity - SI-5 Tyrant - 1 win Draconiator - Super Llama - 1 win JollyGreenGI - K&K Sweep - 2 wins Bananders - Crown Nightingale Mk2 - 1 win The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - 2 wins TorchedForever - K1A Volante - 8 wins Previous ASC Series Top Reigning Kings: ASC-I - SuicidalInsanity - Solarius III - 6 wins ASC-II - g00bd0g - VulcaRaptor - 10 wins - ASC Grand Champion ASC-III - TorchedForever - K1A Volante - 8 wins