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  1. Hello community! This is a dev thread for my upcoming BD Armory mod 'Random Ordinance Emporium.' This is my first mod that taps into the complexity that is 3d modeling and texturing. I am VERY new to this, so tips, tricks, and suggestions are VERY welcome! Below are some of the ideas I have for the first update coming later this February/March. Current Weapon Ideas. (NU = Next update) GR-12 Swarm Rocket: A tiny, short-range radar-guided missile that gets all its punching power from 'lethal impact velocities.' Meant to be launched 2-3 at a time. (NU) TTG-99 'Crackle' 50cal mounted gun: A compact 50cal surface mounted machine gun. Not very powerful, but great if you want to stay small. (NU) BAMO-05 'Jabberwocky' 30mm: A large, automatic 30mm cannon. Great for making sure things stay dead. Not a rotary cannon. DRO-02 'Thunderdrake' Missile: A large, medium-range radar-guided missile. It has a large warhead, but it travels relatively slow. Great for shooting down bombers.
  2. Can somebody help please, I've installed BD Armory correctly into the GameData folder (move the DBA GameData contents into KSPs GameData). Yet, when I go in game (KSP 1.2.2), all the models and textures are there but the functions don't work. There's no options for the Weapon Manager or weapons in the actions tab in the hanger. I've tried right clicking the models and no menu appears (Not sure if it is in the first place). I've reinstalled many times, tried different forms of installing and watched and read many tutorials for this. Apparently others have a problem similar except not in this depth. I've looked and looked and haven't found a solution. If somebody could help that'll be great. FYI I have other mods installed but the problem persists even with out the other mods.
  3. Ok, so I had this problem on my old computer, and now I have it on this one too! So, I go to use the weapons manager, and it says no weapons manager, even with one on there, BUT the gui is expanded like it is open. So I have to switch from it to another vessel and back, and even then, when it shows the GUI, when I open the weapons, Guard mode, OR modules box, it expands to compensate for the size, BUT the weapons, guard mode, ore modules menu does not show up. SOS!! (P.S. It worked for a while, but after adding an unknown mod, it caused the gui to break on the new computer's install. Removing all the mods installed after it broke did NOT help.)
  4. I installed BDA yesterday and had some issues. A: All of the BDA items could only be found in the manufacturers tab B: The BDA tab is nonexistent (Yes I'm using the weapons manager) C: Bomb explosions are not happening correctly D: I'm not the only one with this problem, my friend JWMan121 also has these issues I would be more than grateful if someone were to help me with these issues. Thank you!
  5. Hey forum people! Information. 1. I use a Mac. 2. I use KSP ver:1.2. 3. I use BD Armory ver:1.2 So i am trying to use a targeting pod (I've tried both) but whenever I activate it, the screen where the view shows up is just a solid purple. I know I am doing it right because in the past KSP and BD Armory versions, it showed up with no hint of purple what so ever. I can't see anything in the targeting pod window, just solid purple. http://kspmalfunction.weebly.com/ this is a screenshot of the targeting pod Sorry I had to use such a crappy template. Only look at the first part because all the rest is template. Please get back to me as soon as possible!
  6. Given how difficult it was to come up with a shape I like, and given how many new features I tried with this craft, including the strut canopy and BD Armory TOW missiles/FLIR set, this craft took a lot less time to finish than I expected. The Cobra's design was derived from the UH-1 Iroquois (Huey), and used the same engine, transmission, and tail section as the Huey. While the UH-1 made air cavalry practical, it was poorly armed and was vulnerable to ground fire from Vietcong or NVA forces, especially when it landed to unload its troops or supplies. While many UH-1s were converted to gunships, and Air Force/Nay jets could provide close air support, a new helicopter was needed that could escort the Hueys and sanitize LZs to make it safe to land. The Cobra filled this role perfectly, and was used extensively during the Vietnam War. After the war the Cobra became the main attack helicopter for the United States, and served in this role from 1967 until being replaced by the AH-64 Apache in 1999. Twin engine variants of the Cobra still serve with the USMC and other NATO countries. the US Forest Service also flies unarmed Cobras for fighting forest fires. Aaaand most of you probably won't read all that history, so here's a picture to keep you here Although the AH-1G featured a smooth, curved canopy, later model Cobras were fitted with a flat paneled canopy which reduced sun glare and reflection inside the cockpit. This Cobra replica is based on the AH-1F, although I am not entirely sure whether F models served in Vietnam, so if anyone could provide me with reliable information about it, that would be great. It's a pretty easy aircraft to fly so long as you understand the basics of rotary-wing aircraft and vertical flight. As you can see I landed it on the VAB helipad with ease. I recommend coming in on a flat approach at a slightly higher altitude than your landing point and slowly decrease your speed as you near the pad, killing all horizontal velocity right before you cross over the center of the pad (by that point you should be hovering just above the pad). Then lower the throttle enough to let the helicopter descend, but be careful not to gain any lateral motion. The helicopter is equipped with TOW missiles, guided by an FLIR set in the nose, unguided Hydra rockets, and a 30mm cannon. The TOWs are perfect for taking out targets at long range, while the Hydras and 30mm can mop up after them. Unfortunately all the systems on the chopper require a lot of control panels and menus to operate effectively. This is the setup I use, with the FLIR and main rotor menus on the right between the Weapon Manager and the staging diagram. the FLIR tracking camera is on the bottom right and Flight Engineer (if you have it) is in the top right. To use the TOW missiles, enable the FLIR, aim the nose of the helicopter at your desired target, then fine tune it with the camera. You can lock the camera and zoom in to make it easier to move. Once the camera is over your target, lock the camera if you haven't already done so, and you should see range information and coordinates on the camera. Select the TOW missile in the Weapon Manager, arm the trigger, and hold it down until the missile fires. It should automatically guide itself to the target and detonate. Hydras and 30mm are pretty straightforward, so I shouldn't have to explain them. I definitely recommend pinning the rotor's menu somewhere so you can keep track of the thrust level. Unlike real helicopters, the KAX rotor takes a while to rev up and down, so it can be a challenge to fly using only the throttle as judgement. Although I personally like Utility helicopters more than Attack helicopters (what can I say? My father flies the UH-60M), I must confess that I really enjoy flying this. It's fast, responsive, versatile, and best of all, deadly. Vietcong/Taliban beware, Cobra venom kills! DOWNLOAD REQUIRED MODS KAX BD Armory
  7. Someone please help, I seem to have a problem with installing the mod B.D. armory. I installed it into the game data folder for ksp and the files even seem to show as some of the loading files on the first loading screen for the game. But when I am in the game none of the files show up in utility or any of the other files. Any solutions? I've tried everything.
  8. Sorry, moderators, saw a more fitting place to post this after posting this thread. Care to move it if it's too disruptive here? Here is something I made, in my attempt to make a ground tank. Origianally, I wanted to make it a hover tank, but when I found out the mod parts for it were difficult to use, and that they lagged the system, I ended resorting to wheels, while maintaining the Hover Tank name. A misnomer. Parts that I used are: Stock (default) Bahamuto Dynamics Armory (mod) The only mod parts would be the turret, 4 machine guns, and the weapon manager. It has thrusters to overcome vertical challenges, but sacrifices liquid fuel that is used by the fuel cells to power the wheels. The stats are as follows: And it in action. Driving (top speed appears to be at 24 meters per second to 30): Flight, has enough fuel to make it to the top of a tall structure on the earth-like Kerbin ( I did not do that for the pic), and, I broke the wheels: Lastly, parachutes for when I lose fuel in midair, or when I want a simple landing: To actually get this thing to another planet... will be a pain. I have been able to do it via mods, but to do it honestly will take some doing. This is my current goal on perfecting. I know there is a hover part mod out there, but for some reason it messes with my PC, and RCS was too weak to make it travel well.
  9. So I just recently got BD Armory on my computer, and I love it (I have 1.1.2 and I know that BD Armory isn’t compatible yet) but there seems to be a problem. I’ll be doing a battle with one of my tanks or AA batteries and the game will slow waaaaaaayyy down, which normally, I can cope with (I launched many rockets with several thousand parts regularly with 1.0.5 on a laptop, so I’m used to that) but then the game stops responding to my keyboard at all. The mouse still works, and can fire the guns, switch weapons, etc., but only at 1 fps or so. Also at this point, my computer is so hot that it hurts to touch it. I think that may be my computer, but after I force-quit KSP, it cools right down. Is this because BD Armory isn’t yet compatible, or something else? Does anyone else have this problem? If it is the mod, can I fix it, and if so, how? Oh, I also have Kerbal Engineer Redux.
  10. My game, with BD Armory, When I load up a craft it is going 0000.00 m/s and the camera is heading towards space and i have no craft. How Can I Fix This? Please Help Me!
  11. Ello! This thread is dedicated to Military replica vehicles of any country. Here I will be posting craft that I have built, and want to share with the community. Please feel free to show off any craft that you have forged Rules ( nothing too demanding, just need some order, that's all) 1. Vehicle must be a replica of some sort of military machine that has existed in real life. (Blueprint vehicles are highly encouraged) 2. All craft must be compatible with the latest version of BDArmory (exceptions will be made for unarmed military creations such as the SR-71) 3. State any mods if used.
  12. I've had this for quite a while now, tinkering with it, and now that I know people actually like my work sometimes, I decided to share my best "working" helicopter! The descriptions between the civilian and the military version are the same, sorry. The performance is quite good, and it'll respond well in almost all situations. Jeb likes to blind bill with the spotlight by the way, make sure you keep him away from the brightness controls. No pics of the military one, the only difference is that it has a real FLIR camera, wing mounted chain guns and hellfire missile pods, and additional engines. Be careful. Look for the action groups.
  13. I ask that all who post in this thread to please keep your posts directly related to this challenge and try to avoid frivolous and unrelated content ... Thank you NOTE: If you compete in this challenge you are eligible to compete in Level 2 which you can find HERE I've manually flown a single military cargo plane outfitted to defend itself to the KSC Island Airport. The mission is to take out the plane and it's defenses Due to the missiles being amazingly accurate in the latest BD Armoury I am not using them in defense of the Island Airport ... Guns only on my end and anything goes on yours although YOUR CRAFT MUST BE ABLE TO LAUNCH UNDER AI CONTROL RULES: - 1 craft only but outfit it any way you want, however you may use a maximum of 100 parts. - You must upload your craft to somewhere I can download it from (Google Drive for example) - You may also upload a custom flag for your craft that will be used during recording otherwise I will use a bulls eye - NO MODS OTHER THAN BD ARMORY ... BD Armoury 0.10.3 is required - You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' (Toggle Guard Mode and Toggle AI Pilot respectively) - Your craft is designated as Team A - YOUR CRAFT MUST BE ABLE TO LAUNCH UNDER AI CONTROL NOTE: The BDA Wiki is located HERE I will record each craft attempting to take out the plane and it's defenses on the island and post the video's on YouTube with the potential to do live streams of the competition in the future NOTE: The cargo plane will remain in the same position and can target anything, however the mobile turrets will be re-positioned for the competition as well as being set to only target missiles ... The defenses will remain in the same configuration for the duration of this thread Sample video can be found HERE The attack vector used for each contestant will roughly be the same as in the sample video above. Essentially I will manually pilot your craft (on a direct trajectory to the Island Airport from the KSC at roughly 1000 m altitude) to around 4.8 km out from the cargo plane and it's defenses at which point I will activate the AI pilot and watch the beautiful disaster ensue whilst recording the carnage for prosperity ... 4.8 km is is being used so as to allow all crafts to load into physics as well preventing your craft from conducting a turn which could result in it flying out of range of it's targets SCOREBOARD (Time and Kill Count) DoctorDavinci w/ the DB-43 Manta GAU [SAMPLE VIDEO] - SasquatchM w/ the SM-Wyvern-Mk.4 ... KILL COUNT= TOTAL ANNIHILATION ... TIME= 0:07:17 [video] - SasquatchM w/ the Wyvern Mk3 ... KILL COUNT= 2 ... TIME= 0:13:21 [video] - stickman939 w/ the Xerox X2 11 ... KILL COUNT= 1 ... TIME= 0:03:17 [video] - SpaceplaneAddict w/ the Addiction Aerospace Peacekeeper Mk2 ... KILL COUNT= 1 ... TIME= 0:03:32 [video] - SpaceplaneAddict w/ the Addiction Aerospace Peacekeeper ... KILL COUNT= 0 ... TIME= 0:04:23 [video] - GDJ w/ the Hornet 2 ... KILL COUNT= 0 ... TIME= 0:04:59 [video] - -
  14. I ask that all who post in this thread to please keep your posts directly related to this challenge and try to avoid frivolous and unrelated content ... Thank you NOTE: You must compete in Level 1 in order to progress to Level 2 ... You can find Level 1 HERE With BD Armoury 0.10.2.1 giving you the ability to have wing-men, I have created a second level for my Ground Attack Challenge that utilizes this ability I've manually flown a single military cargo plane to the Pyramids to deliver 6 mobile turrets. Your mission is to build 2 crafts that can fly to the Pyramids and destroy the turrets set up there Due to the missiles being amazingly accurate in the latest BD Armoury I am not using them in defense of the Pyramids ... Guns only on my end and anything goes on yours RULES: - Your crafts are designated as Team A - 2 crafts outfitted any way you want, however you may use a maximum of 100 parts per craft - You must upload your crafts somewhere I can download them from (Google Drive for example) - You may also upload a custom flag that will be used during recording otherwise I will use a bulls eye - NO MODS OTHER THAN BD ARMORY ... BD Armory 0.10.3 is required - You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' on each plane (Toggle Guard Mode and Toggle AI Pilot respectively) - You may use droptanks if you wish ... They will be dropped when they are empty (see sample video) - YOUR CRAFTS MUST BE ABLE TO LAUNCH UNDER AI CONTROL NOTE: The BDA Wiki is located HERE I will record your crafts during launch, dropping any external fuel tanks as well as attacking the defenses at the Pyramids and then I will post the video's on my YouTube channel NOTE: The video will only contain the pertinent parts ... namely launch, external tank drop and the attack (see sample video) The mobile turrets will be re-positioned for the competition (as compared to the screenshots below) with 3 being set to target anything and the other 3 set for missiles only ... Once placed, the defenses will remain in the same configuration for the duration of this thread It will be a night time launch, however it will be evening at the Pyramids when the attack begins You can watch the sample video HERE Essentially I will manually pilot your crafts in the general direction of the Pyramids at roughly 2500m altitude and at 2/3 thrust [no afterburners] to around 4.8 km out from the mobile turrets at which point I will activate the AI pilots on each craft and watch the beautiful disaster ensue whilst recording the carnage for prosperity NOTE: 4.8 km is is being used so as to allow all crafts to load into physics as well preventing your craft from conducting a turn which could result in it flying out of range of it's targets SCOREBOARD (Kill Count) - SasquatchM w/ the Wyvern Mk.4 - LR ... KILL COUNT= TOTAL ANNIHILATION [video] - - -
  15. When installing an addon for the BD armory mod, do you put the addon inside of the BD armory folder or the game data folder?
  16. SUBMISSIONS CLOSED - TESTING IN PROGRESS - 1ST AND 2ND ROUND RESULTS BELOW We at SMA are accepting applicants for the destructive testing phase of our Combat Drone Initiative. Concerns over high cost and potential loss of Kerbal life required us to move on to a short range, low altitude unmanned aircraft for base defense. As such we are testing outside contractor developed drones against each other as well as our in house "Doppelganger" drone in 2 on 2 tournament style elimination tests. Applicant craft orientation during set up will be semi-random based on whatever amuses SMA staff at any given moment. Applicant craft are expected to meet certain requirements: Applicant craft must be unmanned. Applicant craft must use no more than 1 of any variety of stock probe core. Applicant craft must have at least 600 Battery life. Applicant craft must mass less than 5 tons armed and fueled. Applicant craft must cost less than 20,000 funds. Applicant craft must use the BD Armory combat systems. All weaponry in the BD Armory system is acceptable; however, all weaponry must be forward facing and any turret mounted system must be locked. All counter measures are acceptable. Applicant craft must have "Minimum Altitude" set to 150m, these are expected to be fast take-off and engagement craft. Applicant craft must have detection range and angle set to maximum, because why would you want less? Applicant craft must be assembled from only BD Armory and Stock components. Applicant craft must be submitted via link and include a hanger photo displaying mass and cost. Applicant craft must have the BD Armory AI Toggle hot-keyed to the '1' key. Only 1 craft per contractor will be accepted for submission and submissions can not be altered once made. Only 7 Applicant craft in total will be accepted for this trial. Submissions are due by 1/1/2016. Trials are planned to start 1/2/2016. Trials will begin as soon as the requisite number of submissions is met. Video results will be posted. Crying is unacceptable. Good luck. If we missed something obvious please let us know. 1ST ROUND RESULTS Doppelganger vs. QF-1 The Bat vs. Jester Scrappy Doo vs. Dawson's Christian ROUND 2 RESULTS - Jester and Scrappy Doo tied Scrappy Doo Jester ROUND 3 RESULTS Scrappy Doo is the winner of the close-in defense phase of the Combat Drone initiative trials. Congratulations DoctorDavinci on the win, and thank you to everyone else who participated. The Scrappy Doo drone will be as an opposition drone in the next phase of the CDI.
  17. Blow the KSC to bits with the AWP Expansion for Kerbal Space Program! Items included with this pack, 1. Laser Turret MK100 Heavy Weight Bomb This Pack is undergoing development! More weapons and custom modeling coming soon!! READ INSTALLATION GUIDE AS THIS MOD DOES NOT INSTALL NORMALLY! Download Link NOTE: All models and CFG Files were not generated me, they were generated by Bahamuto Dynamics. All Rights Reserved
  18. This is the Tenebris Unum, aka, The Dark One. Officially coded as DA-SR2, it is a military stealth frigate built for stealth recon. It contains a cloaking device, radar jammers, and an electronic warfare suite, which unfortunately shorts out every few seconds. In need of forward fixed lasers. Infinite fuel, infinite electricity, and infinite RCS required for operation. http://imgur.com/a/9uhI4 https://drive.google.com/file/d/0BznEolcLuLIlaXVPcldwSGZEcTg/view?usp=sharing Mods required: http://forum.kerbalspaceprogram.com/threads/137092-1-0-5-Cloaking-Device-%28v0-05-11-22-2015%29?highlight=cloaking+device https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0ahUKEwiUvpeXgcbJAhWo44MKHdRwAZgQFggjMAE&url=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Fthreads%2F85209-1-0-4-BDArmory-v0-9-8-2-(-fixes-AI-Pilot-improvements-FAR-compatible)-Dev-Thread-Aug-18&usg=AFQjCNEitSNKBVnjP_O_jn00XXCTpngiRA&sig2=YwYe3ngtIedjxd7QMvnQ7A
  19. http://imgur.com/a/QRcjD Hey this is my first time posting on the forums, so I thought why not post some craft. Here are some of my planes that use BD Armory, P.E.W. + North Kerbin Dynamics. Give feedback if you want! Thank you! https://www.dropbox.com/s/r20p13yj1ce1hj1/BDCraft.zip?dl=0 The X-1 Large isn't amazingly maneuverable, and the X-1 has a tendency to flatspin when it yaws, so be careful with those, the rest should be fine! P.E.W. and North Kerbin Dynamics MUST be installed!
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