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  1. SERIES IV AS @inigma CAN NO LONGER MANAGE ASC IV DUE TO HIS DEMAND FOR TIME ARE A LITTLE STRAINED. BECAUSE OF THAT, I WILL BE HOSTING ASC IV. Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW2 Theme) How Long Will You Claim Air Superiority? Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX Hangar and post a link in this thread to enter! King of the Hill: TBA Number of Wins: TBA Registered belligerents: P-18 Falcon by @epicman81 0 wins (ELIMINATED) KB-45 Falcon by @Wildcat111 0 wins (ELIMINATED) K-13-A Vivamente by @TorchedForever AVRO Kraken Mk. 1 by @GDJ 1 win AVRO Kraken Mk.2 by @GDJ 3 wins P-26 Hornet Mk.1 by @Wildcat111 P-83 Super Scythe and P-97 Broadsword and P-76 Discord by @Rezolution DF-47 Stinging Nettle by @DoctorDavinci 0 wins (ELIMINATED) Mosquito Mk.1 by @Bob_Saget54 TL.43 Dryad L,and TL.43 'Dryad' T Mk XVI by@JollyGreenGI It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSCand 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! 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 IV Match Rules: All matches are hosted in KSP 1.1.3 64. bit with the latest BDArmory, Kerbal Aircraft Expansion, Airplane Plus 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 Wildcat111 to do so). Challenges are best 2 out 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 my YouTube playlist when ASC IV is concluded. The aircraft that wins 2 out of 3 times is the winner. Air Superiority Challenge IV 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 1.1.3 No cockpit reaction wheels. 10 fixed guns maximum, no turrets EXCEPT FOR PLANES THAT FLY SLOWER THAN 80 M/S, THEN 2 50. CAL TURRETS, ONE ON THE BOTTOM AND ONE ON THE TOp IS ALLOWED, BUT THE 50. CAL TURRETS MUST BE IT'S ONLY DEFENCE Closed cockpits are allowed. Clipped engines and parts are allowed. All stock parts permitted except the following prohibited stock parts: all stock engines EXCEPT JUNO ENGINE 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) Airplane Plus (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/140262-113-airplane-plus-r40-wwi-early-flight-4-engines-more-custom-sounds-aug-8-2016/ B9 PWings (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Procedural Parts (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/96402-113-procedural-parts-parts-the-way-you-want-em-v125-july-3/ No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC IV KerbalX 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. You may create a fake cockpit using a chair and some landing gear and stuff 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, just let me know. If you decide to host an ASC match, you must have a dedicated KSP 1.1.3 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 Kerbal Aircraft Expansion Take Command Optional Mods: B9 PWings, http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Visual mods are permitted as long as they don't seriously degrade your match processing THE DEADLINE FOR SUBMITTING IS SEPTEMBER 20. YOU MAY UPDATE YOUR CRAFT, BUT YOU HAVE TO LET ME KNOW. YOU MAY POST MULTIPLE CRAFTS. KerbalX Hangar: https://kerbalx.com/hangars/10351 ASC MATCH HOSTS: @GDJ @DoctorDavinci and @Wildcat111 Let's begin! Wildcat111
  2. 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.
  3. 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
  4. Just some info about this and future ship posts. This is a ship for my KNS-fleet shipyards. The reason why im doing this as a separate post is: 1. Albums inside spoilers are broken. I would have to go back to the old style, witch made the post incredibly long. 2. Putting stuff in the comments just seems a bit, eh. I want to keep the comment section for comments and updates. NOTE: there will be a link to the main post in this post and vise versa. I will propably end up doing this for all my new ships now, unless albums get fixed in the future. The ship itself: The Fine Island is a seaplane tender that is used as more of a helicarrier of sorts. It can maintain a single large chopper or a VTOL. It's a slow and sluggish ship that has been equipped with ample amounts of weapons. It can take down ships effectively at long ranges, but lacks long range AA-weapons. In short range it will shred any aircraft to pieces in moments. The weapons are more or less similar to the ones found on Currituck class ships with the exception of the Goalkeepers on the top deck. Designing the ship: Making the cranes work would have been quite impossible, cause you can't really lift 50+tons with KAS/IR cranes without stuff braking apart. So i don't think we will be seeing any Martin PBM-5 Mariners on this ships deck. Or any SP-5B Marlins. But i could always do replicas of those just for fun. But it should have plenty of space for landing big VTOL's and choppers. Just be careful not to crash on any of the cranes. I left some of the smaller less important details out to save on part count, these include railings, lifeboats, windows and some of the box shaped thingys on top decks. I estimate they would have eaten about 300 parts. And since it already has a little over 1100 parts, that's no good. NOTE: this one has no flares or chaffs in it, so be careful with that. This will propably end up being my last 1:1 replica ship since it made the ship very slow and sluggish. It had the same manouvering engines as the Great White, and about the same amount of engines as the Killyoustrious. Even despite this, it's has worse performance than the huge carrier and the battleship. As for reference, i used one of my Revell 50th anniversary kits i had made years ago. (the kit on the right is the U.S.S Boston that served as my inspiration/reference for the K.S.S Avenger). And here's a link to the album. http://imgur.com/a/is5Ny Specks and picks: Armaments: 4 Abrams turrets, 2 Goalkeepers and 12 chainguns. Top speed: 30 m/s. Length: 161m. Width: 20m. Height: 31m. Mass: 2384 tons. Parts: 1176. The ship is loaded with 170000 units of fuel. And that's about it for this one. to be honest, it's a bit useless, but still, i hope you enjoy it . Mod used: BD-armory. Download link: https://www.dropbox.com/s/hhio60kziru67nm/K_S_S Fine island AV-6.craft?dl=0 Link to main post:
  5. 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.
  6. 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.
  7. 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!
  8. Hey everyone! I've been working on a weapons pack for BD Armory for a while. Called NWP, it (currently) only adds one missile, the YCM-117 'Gungnir' MRLS air-to-ground cluster missile. Think a cluster bomb, but a cluster bomb crammed into a missile. Video: It's powerful enough to take out most vehicles, but precise enough to not destroy the launchpad that it's situated upon. Special thanks to @SpannerMonkey(smce) for helping me get it working. Download: Spacedock
  9. Addon for BD Armory currently containing several weapons made by various divisions of Denel in South Africa. Download: Pack currently contains fourteen parts (five turrets, one missile launcher one bomb and seven missiles,) more are planned and in the process of being made but this is what I've done so far. Missiles Denel A-Darter. Denel Al-Tariq. Denel Mokopa. Denel R-Darter. Denel ZT3-Ingwe - Fires from ZT3-Ingwe launcher (it no longer fits in the TOW launcher :c) Denel Umkhonto-IR. Denel Umkhonto-R. Turrets / Launchers Denel 35mm Dual Purpose Gun. Denel G6 Howitzer. Denel LMT-105. Denel LMT-105 Canister. Denel GI-2 Helicopter Autocannon. Denel ZT3-Ingwe Fixed Launcher. Bombs Denel CB-470 Cluster Bomb Current version: 0.2 Upcoming stuff Note that this is a work in progress, if something doesn't work (with the models, I can't fix the BD Armory modules if they are broken) tell me and I'll look into it. If you have any suggestions let me know.
  10. This battleship is an upgrade to the Spielhur-Class battleship, featuring improved armor and the latest TOW missiles and mobile SAM launchers. This ship required BD armory to open and Hyperedit to land in the water. https://www.dropbox.com/s/6hg1cj58o7h1i69/HMS%20AllegemeineMk%20II.craft?dl=0 Built to out-fight any other ship on the sea, the Allegemeine (or "General" in German) lives up to its name as the commander of the seas. The Allegemeine features 12 120mm Turrets in its main battery, capable of striking targets as far as 5 kilometers from the ship. Combined in a powerful broadside, all 12 of these guns can fire, or 6 at a time from fore or aft. The Allegemeine features additional offensive capability in the form of four RB-15 Cruise missiles and two ATG-88 Anti-radar missiles for hitting surface vessels or land targets. The final compliment to the primary armament is the 56 TOW-missiles carried on the flanks of the ship, to take out smaller targets the main guns cannot hit, targets beyond the range of the main guns' accuracy, and for increase in firepower in the broadside. Secondary armament is designed for the express purpose of protecting the Allegemeine from air or missile threat, and includes no less than 68 dual .50 cal turrets, 18 AIM-120 AMRAAM surface-to-air missiles, a CIWS turret in the aft section, and dual locking radar systems, one on the mobile SAM turret amidships and one in the Allegemeine's bridge section. Included are several .50 cal turrets located below the waterline to protect against mines, submarines, and torpedoes. The Allegemeine has room for a crew of two in the bridge, though she is equipped to operate without kerbal crew. The ship's powerplants are ten J-90 "Goliath" Engines which propel Allegemeine to a top speed of 36 knots (or around 19 m/s). Range is limited, but is up to 400 km on a standard fuel tank, and can be extended with refueling virtually infinitely. In terms of armor, the Allegemeine is unmatched in Zokesian vessels. The inner spine is built out of truss beams with high damage resistance, and the dual sets of armor plating on the sides are spaced as well as reinforced with struts. There is a layer of empty Mk2 fuel tanks between armor plates which double as stabilizers and as extra armor, as Mk2 fuel tanks have one of the highest damage resistances of any tanks in the game. In addition, the main fuel reserves are stored in Mk3 tanks that run down the spine of the ship, and the ammunition is stored safely under that, at the lowest point in the ship, preventing explosions from side or aerial attacks. PHOTOS:
  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: 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] - - -
  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: 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] - -
  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. 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
  17. 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.
  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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