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Everything posted by SuicidalInsanity

  1. The stock ABL is designed to (or at least modeled after the IRL airborne laser designed to) shoot down ICBMs. Which means against standard missiles it's massively overkill, yes. For the laser being able to immediately able to lock and destroy the target, that's due to the high turret traverse speed of the ABL allowing it to immediately come on target. At least it no longer aimbots like it used to in BADc. The laser exists mainly to demonstrate laser weapons, rather than something balanced for use in a competition or similar (indeed, in every one I've been in, it's been banned) if you want to tweak it to become a pure point defense weapon, either modify (via MM or .cfg tweaking) the pitchSpeedDPS /yawSpeedDPS, or the laserdamage fields, e.g: @PART[bahaABL] { %MODULE[ModuleTurretModuleWeapon] { %pitchSpeedDPS = 90 //degrees per second, if 220 is too fast, else delete/comment out this line %yawSpeedDPS = 90 //ditto } %MODULE[ModuleWeapon] { %maxEffectiveDistance = 2500 //if 5000 is too long %requestResourceAmount = 500 //if not powerhungry enough %laserDamage = 400 // if it burns through things too fast %heatPerShot = 80 //if it doesn't overheat fast enough } }
  2. !! Installation Notes !! Users upgrading from BDAc will want to delete their prior BDA install from /GameData, not just copy-pasting the new version over the old install. Users who have the BDA Team Icons mod installed will want to uninstall it; Team Icons has been integrated into BDA+
  3. A hotfix update has been uploaded ( that fixes the Rontgen Engine FX
  4. A hotfix update has been uploaded (V that fixes the Sievert Engine FX
  5. Odd, they're showing up properly on my end. Latest update has been re-uploaded, see if that fixes it.
  6. Still alive here. Sorry about the delay, and many thanks to Araym for providing support while I was absent. Update 1.6.1 is now up at SpaceDock and GitHub, which fixes/reworks parts with missing textures, as well as some new stuff. Changelog: -KSP 1.12.x update -Part Rework: CLEAVER -New Part: Structural X fuselage -New Part: Structural T Fuselage -New part: Structural L Fuselage -Fixes missing texture on Cyclone Engine -Fixes missing texture on Hurricane Engine -Fixes missing texture on Service Bay -Fixes missing texture on Minotaur SRBs -Fixes missing Testure on Atlas SRB -Fixes missing texture on Linear Aerospike -Fixes missing texture on Service bay -Model Rework: Aligned Docking Port -Model Rework: Inline Docking Port -Model Rework: Stack Docking Port
  7. Alright, been a while, and for that I apologize. Many thanks to Araym and others for helping support the mod in my absence. Update 1.9.1 is (finally) now up, which fixes the various texture issues that KSP 1.1.2 introduced - grab from SpaceDock or GitHub. Changelog: -Part Rework: fixes Aligned Docking port missing texture -Part Rework: fixes shrouded docking port missing texture -Fixes missing texture on Whirligig engine -Fixes missing texture on Vector engine -Fixes missing texture on MATTOCk engine -Fixes missing texture on Mongrel engine -Fixes missing texture on Service bay -Fixes mesh issue on Engine Shroud -Fixes spotlights on SC-TD cockpit
  8. Which engines? Mk2/3 use stock texture maps, so if those have been removed/replaced somewhere, the engines will show up as white
  9. Update following the BDA release, grab from Spacedock. Changelog: Updates AA to new BDA bullet/rocket standards -Fixes missing fire sound for the Ho-5 -Fixes MG131z mass -Adds in Incendiary ammo support -Adds Breda-SAFAT AP ammo -Ho-103 now has AP and HE ammo option -MG151/20 now has choice of AP, Incendiary, and HE rounds -Mk 108 now has choice of HE and Incendiary rounds -Most AP, and some HE rounds now have incendiary attribute Bit late, but Jagglebearry, at this point, BDAc-rp is the defacto BDA, and I don't have plans to reverse-port AA to older versions of BDA. That said, if you do need a BDA 1.3.4 compatible version of AA, you can grab it from the original AA thread. -JB182, without more information, I can't help you. Do you have BDA installed? AA requires it to function.
  10. Did you install CommunityResourcePack? It's bundled with M3X and is a dependency.
  11. I'm going to need your KSP.log; it sounds like you either have an incorrect installation or there's a mod conflict somewhere.
  12. Apologies for the wait, M3X 1.6 is now up and available from the usual locations: SpaceDock | GitHub Changelog: - KSP 1.11.x update - New Part: Mk3 Cargo Container - Adds Cargo/Inventory part functionality - Fixes Mk3 Inline Docking Port dragcube - Adds optional MM patch to add stock heat/reactor decay mechanics to Sievert NTJ - Adds optional MM patch to add dual-cycle capability to Sievert NTJ - Adds System Heat compatibility MM patch - Localization fix for Short Truncated Saddletank The new optional patches can be found in M3X-1.6/Extras/Mk3Expansion/patches
  13. Sorry about the delay, and apologies for the inconvenience. M2X V 1.9 is now up, grab it from SpaceDock | GitHub ChangeLog: KSP 1.11.x update -New Part: Mk2 cargo container -Mk2 adapter endcap now has internal model defined -fixes chine texture url issue -Adds Cargo/Inventory part functionality -Adds System Heat compatibility MM patch -Adds optional MM patch to add dual-cycle option to Rontgen Nuclear Jet The dual cycle rontgen patch can be found in M2X-1.9/Extras/Mk2Expansion/patches, and is strictly worse than the dedicated nuclear rocket by design.
  14. Hmm. if it's hanging on the next gun, the usual cause of that is it's trying to parse a bulletType it can't find. if you go to /GameData/AviatorArsenal/BulletDefs/AABulletDefs.cfg, and open the file, do you have a '20x94mmAPTShell' entry, should be 11th down from top? When updating to AA 1.5, was this a 'delete old version and replace', or' copy new version over' installation?
  15. I have no plans to add cockpits. Daniel Prates, are you running BDAc 1.4+? (Link in OP or a few posts above yours) AA 1.5 is incompatible with older versions of BDA.
  16. Update 1.5 for AA is now up on SpaceDock - this updates AA to use the new bulletdefs standard in BDAc 1.4+ As such, AA 1.5 is incompatible with older BDAs. It also adds a few new toys: From left to right: R4M rocket rack, Ho-3 .50MG, Ho-5 20mm, Ho-155 30mm, MG131z FDL 13mm turret Changelog:
  17. Increase the damage multiplier in the BDArmory Settings window to 200-300%. The main issue with AA damage vs stock BDA damage is a matter of fire rate. So while, say, the Hispano 20mm does about the same damage per shot as the Vulcan, it won't have the same damage per second because the Vulcan is firing 5500 rounds per minute compared to the Hispano's 700.
  18. This has been finally updated. Since I've had little time to model recently, this is mainly a maintenance update to fix code issues and similar v1.8.2 - Grab from SpaceDock | GitHub ChangeLog: -Code changes to eliminate memory leak -Resource flow changed to stock model - no more messing with PAWs and fuel transfers -Modulename changed to prevent issues with FFT's 'ModulePulseEngine' - This will cause existing Orion craft to throw a missing module error. Retire/Recover Orion-equipped vessels before installation -RestockWhitelist updated to fix the command pod issue. -Adds CTT integration
  19. No. The patch was integrated as part of the update to 1.4; AAc will natively work with BDAc 1.1+, no patching required.
  20. As one of the people associated with it, I should add that this is a BDAc tournament series that has grown out of Scott Manley's Runway Project rolling BDAc tournament thing. If you've heard of the Runway Project and need more AI planes in your life, or are simply itching for a good quality BDAc competition to end this miserable year with a bang, you could do far worse than Flying Circus. Rounds should be fairly frequent, there will be almost certainly be both FAR and stock aero contests for those favoring either system, and a variety of mods are being considered to add variety to any specific contest. Said contests will also be up to the capricious whim of you, the contestant, with various possible themes/challenges that people can vote on for what they'd like to compete in next. Matches will also be streamed, so none of the long delays waiting for the next update's video of a match.
  21. With tetryds' blessing, I've been given permission to maintain Aviator Arsenal. You can find the new Aviator Arsenal Continued thread here:
  22. Aviator Arsenal (continued) A WW2 aircraft weapons and utilities collection. Aviator Arsenal was a BDAc expansion pack containing some of the most famous WW2 aircraft weapons created by @tetrydsand @VintageXP that has gone un-updated since KSP 1.2, and all credit for this mod should go to them. I am merely a maintainer. Following interest in AA from a few BDAc competitions I've become associated with, I've received tetryd's blessing to maintain this mod and update it to current versions of KSP and BDAc. <<The original thread can be found here>> Every weapon on this pack was researched to be represented accurately, while still maintaining a unique style and making them look appealing into the game. The focus of the pack was originally being used in actual dogfighting, mainly the BAD-T tournaments, and as such a complex balancing system was implemented. This meant that every weapon was rigorously balanced to be used out of the box, you do not need to worry about tweaking anything in order to have a fair gameplay. Every weapon fulfills a role, and you can choose your preferential stats through different variations of the same weapon. Every parameter, from rate of fire to tracer color is represented as accurately as possible. A lot of research was put on making sure the weapons are as similar to their real life counterparts as possible. Have fun, and good fighting! Main Features: Cannons: Machine Guns: ShVAK 20mm (2 Variants), MG 151/20 20mm, MG 151 15mm (2 Variants), Hispano Mk II 20mm (2 Variants) ShKAS 7.62mm, Breda-SAFAT 7.7mm (2 Variants), UBK .50, M2 Gunpod .50, Browning M2 .50 (4 variants) Heavy Cannons: Explosives: Mk 108 30mm, Vya-23 23mm, Vickers S 40mm, BordKannon 7.5 75mm RP-3 Rocket, XM158 2.75in rocket pod, HVAR Rocket, 100lb, 250lb, 500lb, 1000lb bomb Also includes ammo boxes, various ordinance mounts, Jericho Trumpet, Sperry Ball Turret, and custom BDAc AI/Weapon Manager antennas BDArmory 1.4+ (Required) Download Aviator Arsenal from SpaceDock Changelog: Per tetryd's wishes, the license remains All Rights Reserved. All credit to this mod goes to tetryds and vintageXP
  23. I'm not dead. This mod is still being worked on, I've just been busy with other stuff lately that's resulted in this getting backburnered. I'll try to have an update that at least fixes known issues up within a week.
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