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Found 45 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 v0.2.0.0 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 0.11 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. 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/
  4. 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, Edoaca, GeorgeDuty, Icecovery, ladeng, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, sky92 Import: flywlyx, GeorgeDuty, ladeng, ouloul Configs: Acea, ladeng Technical Support: flywlyx, GeorgeDuty, HoneyFox, ouloul Debug and DEBUUUUUUUUUG: All of us above, and Himidori Shuumoto Special Thanks: harpwner (for his wonderful firing effects) REQUIRES: BDArmory v0.10.1 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. 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.
  5. 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
  6. 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
  7. 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.
  8. Been inactive for a while, and need to take a break from counter-strike due to a major slump, so i decided to fire up ksp for some craft building. Making it mostly with pwing, as i have done with my other crafts. Will update with more pics as i build. For now, the further down you scroll, the more progress will be seen. I'm going to update the OP with recent pics a bit later Can't get kerbpaint to work properly, some pwing elements can be colored, some can't, and some only get updated with new colours when coloring another part (mostly when i add paint to a stock piece), if anyone can help me with this it would be greatly appreciated. Some additional angles and further progress: ------------------------------------------------------ OLD ------------------------------------------------------------ Decided the ejector seats (which actually work, just not right now because they get blocked by the dash, will fix though) didn't really look the part, so i modified them and replaced the existing ones. I do realise the upper seat part is slightly too long, but im going to focus on finishing the craft and deal with it later on, should be a pretty simple fix. Not really pleased with the way the turret section turned out, will smoothen and fix later on. It looks alot more 'blocky' than it actually is, the panels blend into each other in the screenshot. Some vent detail
  9. Hey guys, I've only just started messing around with BD Armory and it looks really cool. The only thing is, all the videos I can find online are about combat in the atmosphere, and I'm more interested in exoatmospheric fights. I'm thinking classic space battles meet real physics kind of thing, so no need for realistic scenarios or special space weapons. While experimenting, I sent up a couple craft to test out short range missile combat in orbit. They were easily able to lock on with radar at about 15 km, but when I fired AIM-120s at the first target, they all missed, no matter what the range I fired at. I didn't even bother to try the sidewinders, as I figured they'd only home on a ship making a burn or otherwise heating up. So does anyone have any experience with BD Armory in space? Why are the missiles missing? What weapons DO work in space, and are should I be using a different type of missile than air-to-air for space-to-space purposes? Also, I had a theory about the 120s. I thought they used reaction torque and engine gimballing, but if they are only using control surfaces, that would explain why they are unable to guide properly. Is this right?
  10. Hasn't been updated to 1.2.x for quite a while, well actually not at all. Anyone thinking about a revival?
  11. I've redownloaded and gone through the installation several times but whenever I enter the game I can't find the weapons anywhere. For the installation I copied the BDArmory folder which was inside the downloaded Gamedata folder, and pasted it into my KSP installation Gamedata. I've read the installation instructions several times and I am 99% sure that I am doing it correctly. I've looked at other threads but they all seem to be due to an incorrect installation. Is that what could be happening here, or did I break something else? Also if I've left any critical information out please let me know, I'm new to these forums. I also have installed: B9 Aerospace (and others that come with it) Tweakscale JSI Smokescreen Firespitter I'm running on the 64x version
  12. 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
  13. So... I have BDArmory but I noticed it never gets updated anymore. Was it abandoned? Will anyone pick it up? Any answer is helpful.
  14. Hey all, first off, I apologize if I've posted this in the wrong forum. It seemed like the best place to me. I am playing around with BD Armory in career mode with the 5dim pack. I've built a nice little low tech floating weapons platform with a Mk1 Pod, an RT-10 solid booster, Mk16 chute + four Mk2R radials, and landing legs. At this point in the tech tree, I only have the chain gun unlocked, so that's all I can use for the first training mission, which consists of a bunch of unarmed, unmoving targets to the north of the runway. Since I can barely fly planes, I figured I'd just put guns on a slowly falling platform and shoot down at the targets. So I put four chain guns facing downward on the sides of the RT-10, as well as eight boxes of 30mm rounds. My contraption flies up to about 5,000m, then floats back down at around 6m/s (which reduces to more like 4m/s once I use up all the ammo). After it reaches full chute deployment (5k), I arm the weapons and the mouse becomes that nice litte targeting thing. I also see four littler targeting things that try to follow the mouse, which I assume are the aimpoints for the guns. Everything works perfectly! Except that I can't hit a damn thing. I'm visually impaired, but I have enough vision that I can easily put the targeting circle on the selected target (it has a little box around it). I will let myself drift down to 2.5km and open fire for two minutes or so, but nothing goes boom. BTW, the recoil of the guns slows my decent rate quite a bit and, to a much smaller extent, pushes me away from the target. This drift is the only thing I can think of that must be throwing off the aim enough to prevent any hits. I just don't understand how I can pour two minutes worth of 30mm explosive rounds at an unarmored target and not even scratch it. Am I just too far away? I can't seem to find a range number for the chain gun, or for many BD Armory guns actually. It is range? Is it my poor aiming skills? Or is it the recoil on a light vehicle suspended under chutes thowing off the aim? Is this vehicle just a really dumb idea? Thanks!
  15. 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
  16. I'm pretty sure I installed it correctly, it just doesn't work though, the actual group that has the parts in it does not show up. Help please.
  17. I've updated to 1.2 and for some reason the physics behind bdarmory have changed, back in 1.1 they seemed to work fine. I'm having issues with KSP/squad parts not absorbing damage properly. I built a tank out of structural panels and changed the file on the structural panels to have a higher damage protection rating. The problem is, bd armory is shooting (even with very weak guns) straight through the structural panels and completely killing the inside of the tank with 1 shot while leaving the outside in slightly damaged condition. This was never an issue in previous versions, the other versions seemed much more realistic.
  18. First of all, I'd like to thank @ghostbuzzer7 very much for giving me an idea with his tank drive. The wheels and their mechanism are entirely based on his works, and he should get credit for that amazing idea. After seeing his Strv 103 tank on this thread, I had the idea to upscale the mechanism for an actual modded tank with more armor, for @HatBat's military series. It took me quite a while to get it right, but I found that, by removing friction on all but the three center wheels, the tank could spin easier than if all wheels were used. Below is a video demonstrating the rotation capability. Sorry for the low FPS, I'm literally running on a computer weaker than some of the newer smart phones. Of course, this vehicle requires BDArmory continued. I've used KER in my game, but it's not required. Also note that, like in the ghostbuzzer's Strv, the W and S key do not move the vehicle forwards. W turns the tank left, and S right. You can still use A and D for steering at higher speeds. As seen in the video, the turning mechanism sometimes bugs out and makes the vehicle stop. You can fix that by turning in the other direction, and then back into the desired one. Armament is composed of a single M1 turret coupled with a twin 12.7mm machine gun mounted ontop. Since the wheels can only be used for rotation, forward and reverse are controlled by the throttle and by reversing thrust from the engine. Maximum speed is around 30-35 m/s. Bindings: Fire weapon Next weapon Toggle engine reverse speed Nothing Toggle solar panels And yes, the almighty Download
  19. Working on... 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
  20. Greetings! This is a showcase of all the various aircraft designs that Genesis Industries has come up with. Inter-Continental Ballistic Missile [ZEUS]: A converted MinuteMan III (MMIII) missile that has been retrofitted with a single 25 MT warhead as opposed to 8 of 350 KT warheads. The single warhead re-enters at 2200 m/s and impacts at near 1700 m/s without the aero brakes being engaged. Should the optional brakes be engaged, the warhead will slow down tremendously, use with caution. Inter-Planetary Ballistic Missile [MM-III]: A converted Minmus Rocket carrying 8 Nuclear warheads to targets not exceeding Duna. (Unless Scott Manley). Designed with automatic guidance for warheads. Simply assign one a GPS and fire, and continue doing so or all at once on one target. Warheads will only strike their assigned targets if the descent trajectory is within 5km of the target. (Blast radius about 800m).
  21. DOWNLOADS: https://www.dropbox.com/sh/hyuxq42y9swbbbo/AADJHDa6AfC-ciMq6guVeQ3la?dl=0 After a long concept-art binge a short while ago, I decided to create a pack of custom-designed fighter jets (stills from Ace Combat Infinity/7 were a major inspiration). The goal was to have each individual design (both in stock and with a weaponized BDA version) be not only highly functional, but also look spectacular in terms of aesthetics. I feel that I've managed to accomplish this goal. All the jets come in stock and BDArmory versions, though I will say that my loadouts are likely sub-par for the BDA ones (I advise you re-arm them to suit your preferences in that regard). Every jet has these common Action Groups (the BDA versions have extra ones, and the Ronin has AG 3 bound to open/close the cockpit): Toggles engines on/off Toggles afterburners on/off Without further ado, here's the 4 aircraft contained in this pack (which is accessible via the dropbox folder linked above): // ATS-F MK-001 Shiva /// A 2-seat Heavy Fighter/Interceptor (can be used as a Fighter/Bomber as well) with a proven track record of victories in BDA testing. The Shiva's the only aircraft in the entire pack to have never been damaged in AI dogfight tests. // ATS-FX02 Ronin /// Apologies for the BDA text there. A fast, ultra-advanced air superiority fighter utilizing a unique custom cockpit design in which the pilot is encased in an armored shell and utilizes high-end glass cockpit/sensor fusion/VR tech to fly the jet normally. (To use, control via the MK2 drone core in the fuselage. To seat a pilot, take a kerbal to the cockpit, move your camera inside, locate the command chair and put him/her into it.) Features include supermaneuverability, top-notch aesthetics, a custom cockpit (that often will save the life of the pilot), and high performance overall. // ATS-FX03 Banshee /// A blazingly quick, lightning-fast fighter capable of reaching Mach 1+ straight off the runway. The Banshee also is extremely agile and features superb durability and combat performance. // ATS-K Polaris /// A small, quick light multirole fighter designed to be deployed in squadrons. Capable of carrying a mix of light air-to-air and air-to-ground weaponry, it is quite capable of holding its own in contested airspace. Enjoy!
  22. So... I've tried several things now and double-checked with other threads but I can't seem to get BDArmory to work for my life. I have a handful of other mods installed as well. My problem is that none of the parts are showing up at all in the SPH. When the game is loading, I see the game recognize that it is loading BDA parts, but they never show up. There is also no tab for the BDA control panel in the toolbar (a problem I have also encountered that prevents me from using vessel mover.) I've been dying on the inside, just itching to try out BDA, but I'm desperate enough now to post my question. Please help. -lococarl, over and out.
  23. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  24. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  25. So I installed BD Armory on my ksp twice and both times it didn`t work... please I need some advice if y'all have any thoughts on how to fix my problem plz contact me