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  1. Please note that Physics Range Extender and Module Manager are required dependencies for BDArmory Plus Also be advised that using the World Stabilizer mod will cause problems with PRE as it has its own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BDA+ Release Links: Github: https://github.com/BrettRyland/BDArmory/releases Spacedock: https://spacedock.info/mod/2487/BDArmory%20Plus Issues link: https://github.com/BrettRyland/BDArmory/issues Wiki: https://github.com/BrettRyland/BDArmory/wiki Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Module Manager (REQUIRED): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/ Supported Mods: BDA+ has been made compatible with the following to allow integration with these mods: Camera Tools continued B9 ProcWings Fork Modified Procedural Parts TweakScale Ferram Aerospace Research Continued Firespitter (partial - only the active vessel has active engine throttling) Weapon Packs for BDA+: Fox Defense Contracts - Tank Turrets SMI Missiles and Launchers Aviator Arsenal Continued Kerbal Field Weapon Pack ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Overview BDArmory Plus (BDA+) is the release of two-plus years continuous development of BDA off of BDArmory Continued. Previously this development effort was released under BDArmory for Runway Project, but going forward it will be released under the BDArmory Plus (BDA+) name. BDA+ has numerous features and bugfixes over BDAc: Performance optimizations, tournament/autospawn tools, AI improvements, overhauled weaponry, hull material options and armor mechanics, battle damage, racing/waypoints and other game modes, and loads more. See the changelog for the full list of improvements and fixes. BDA+ also maintains compatibility with existing BDAc part mods and will continue to do so in the future. The BDA+ team consists of @DocNappers, @SuicidalInsanity, @josuenos and many contributors from the Runway Project community and beyond, including: Aubranium, Scott Manley (@illectro), Stardust (@Box of Stardust), Kurgan (@TheKurgan), Kaz (@Ryugi), CeruleanEyes, Fluffy, Cl0by, Concodroid, BillNyeTheIE, EzBro. BD Armory was originally developed by Paolo Encarnacion (@BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! Previous maintainers of BDArmory are @Papa_Joe, @jrodriguez, @SpannerMonkey(smce), @gomker, @TheDog and @DoctorDavinci. Changelog v1.6.11.0 v1.6.10.1 v1.6.10.0 v1.6.9.0 v1.6.8.0 v1.6.7.0 v1.6.6.0 v1.6.5.0 v1.6.4.1 v1.6.4.0 v1.6.3.0 v1.6.2.0 v1.6.1.0 v1.6.0.2 v1.6.0.1 v1.6.0.0 v1.5.9.4 v1.5.9.3 v1.5.9.2 v1.5.9.1 v1.5.9.0 v1.5.8.0 v1.5.7.0 v1.5.6.2 v1.5.6.1 v1.5.6.0 v1.5.5.1 v1.5.5.0 v1.5.4.1 v1.5.4.0 v1.5.3.1 v1.5.3.0 v1.5.2.1 v1.5.2.0 v1.5.1.2 v1.5.1.1 v1.5.1.0 v1.5.0.0 For older changes dating back to when the BDArmory Plus (BDArmory for Runway Project) forked from BDArmory Continued, see the changelog on SpaceDock. License BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. This mod is now called BD Armory Plus, and is being maintained by the BDA+ team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it. BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Plus also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  2. KTech Download at the bottom of this post. This mod adds a few weapons and items from Star Trek and Star Wars, as well as a couple of new and original SciFi weapons like a Space missile and a super powerful Rail gun. Some of these parts are super OP, and are meant for pure unadulterated fun and destruction! Star Trek: Photon Torpedo - Functions like the HE-KV-1. It is radar guided with built in RCS, it can maneuver in a vacuum and has a 1000km range. Federation Phaser Turret NX Class Phaser Cannon Klingon Phaser Cannon Star Wars: R2D2 - Advanced probe core with MechJeb capability, and full BDAc weapon manager! Turbo Laser Cannon Light Laser and Medium Laser (Star Wars theme... not actually in Star Wars) Turbo Laser Turret (almost too OP, may change) This is not copied from another mod, the cfg and sound is original. I did however get the idea from @Aerolfos, creator of Future Weapons The following 3 weapons are also from SpannerMonkey(smce) X10 Laser X10b Laser X10 Double Laser Halo: M808 Scorpion tank and 2 turrets. Original: Rail Gun Turret - Three skins available Stock, Canadian CADPAT (replica), Snake and Dragon Scales (with texture switching provided by SM Industries), this is an extremely powerful Tank style/turret mounted rail gun, with a muzzle velocity of 5km/sec and a range of 150km!! Truly Devastating!! S1 Space Missile - Three color options (if SM Industries is installed) Functions like the HE-KV-1, it's a radar guided space missile with built in RCS, can maneuver in a vacuum, has a 1000km range, and can survive re-entry! Upgraded Target Cam with 200km range! Upgraded Rover wheels... limited production, test of product viability. Space Radar - *Most important part!! This is needed for super long range targeting in space, has a 1000km range, and will only function in a vacuum or in extremely thin atmosphere above 27,000m. Dependencies: BDArmory for Runway Project v1.4.6.2 or higher (USE THE NEWEST VERSION) Module Manager Optional Dependencies: For S1 Space missile M808, and Rail Gun texture switching, you will require SM Industries For R2D2 MechJeb functionality, you will need MechJeb2 Model creators: @SpannerMonkey(smce) - The Two Phaser Turrets, Photon Torpedo, Modifications to R2D2, RailGun Turret, S1 Space Weapon, TL Cannon, and the line of X10 Laser Cannons. @BahamutoD - Original creator of BDArmory. BDAc Models used in: Space Radar, KE Round Box, Klingon Phaser Cannon, and the Turbo Laser Turret. @Devo - R2D2 Model. Special Thanks: @DoctorDavinci For your work on the Space Radar plugin (now part of BDAc) and for answing so many of my questions! @jrodriguez, @Papa_Joe, @gomker @Eidahlil for implementing every single fix and tweak I have asked for (especially the radar modification)... you guys are truly spoiling me! Cheers guys! This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Source files Change Log: NOTE: Only for BDArmory for Runway Project v1.4.6.2 or higher! Github SpaceDock
  3. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod See spoilers below for release notes, videos, Github issues and download links 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 Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl 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 only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (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 support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... 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 @Eidahlil @TheKurgan BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues BDAc Multiplayer Release Links: https://github.com/jrodrigv/BDAMultiplayer/releases Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases BDAc Familiy Mod Links: https://github.com/PapaJoesSoup/VesselMover/releases https://github.com/jrodrigv/BDModularMissileParts/releases https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases https://github.com/jrodrigv/DestructionEffects/releases https://github.com/jrodrigv/CameraTools/releases https://github.com/PapaJoesSoup/BurnTogether/releases https://github.com/PapaJoesSoup/BDMk22Plugin/releases BDAc Release Notes (latest only): BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  4. Is there like a sound pack for the BDA sounds, like the Missile launch, RWR lock, that kind of thing? Or do I have to do it myself? If so, how?
  5. Hi, I recently downloaded the P.E.W mod with BDA and it seems to not work, all the files are there and I still can't see any of the weapons. Is there some sort of new update I haven't catched onto? KSP 1.12.3 MacOS Mac mini
  6. This is a resurrection of SMI Missiles and Launchers by the legendary @SpannerMonkey(smce) Spanner gave me permission to bring this part of SM Armory Group back to a release state, and also permission to bring the missiles and bombs from SM Armory over to SM_Missiles. License There have been a couple of missiles removed that no longer function properly, and there may be one or two that were never released... I will continue to build upon and update this post in the near future, but for now, here it is! Download The heat seeking missiles have a new capability added for adjusting flare vulnerability... this has not been released by the BDA team yet. I have not tested them on versions of BDA lower then the current (unreleased) DEV build. If the heat seekers give you any issues, PLEASE let me know, and I will comment out the modules until the next version of BDA is released. Requires the latest version of BDArmory Texture switching uses FStextureSwitch2 from Firespitter available here Before anyone asks... I do not have permission, and will NOT ask for permission to revive any other parts of the SM Armory Group. The upkeep required for the rest of the SM Armory Group mods is well beyond my capabilities and desires.
  7. Ever feel your home just ain’t safe enough? Well check this out! Our new home defense system! Mighty Multiple use Missile! Now with two models PHX I and PHX II With auto track system for only 89.99$ Full demonstration: (Contains cc subtitles) If you like it, pls consider to hit a like and subscribe. It means a lot to us and we have more interesting content waiting for you
  8. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Papa Joe's Soup Github link: https://github.com/PapaJoesSoup?tab=repositories ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ PUBLIC SERVICE ANNOUNCEMENTS: Importing craft that are armed into the new BDAc is going to mess with the weapons as the craft file that has been saved will have values in it that are no longer in BDAc as well as not having the new variables that are in BDAc The current release of BDAc is a maintenance release, and only KSP compatibility updates will be performed going forward. The Mod is NOT dead, though, as others have taken the reigns of keeping BDA alive and well. with that said: Please Check out the New BDA+ NOTE. BDA for Runway Project (now BDA+) is a separate fork by Brett Ryland and others. New forum Post for BDA+ is here: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ TL;DR - DO NOT IMPORT OLDER CRAFT WITH WEAPONS ON THEM FROM VERSIONS OF BDAc PRIOR TO THE ONE YOU ARE INSTALLING ..... REMOVE ALL BDAc AND BDAc ADDON PARTS AND THEN IMPORT YOUR CRAFT See spoilers below for release notes, videos, Github issues and download links 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 Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl 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 only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (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, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... 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 @Eidahlil @TheKurgan BDAc Release Notes (latest only): BDAc Development Timelapse: Just a little video that @jrodriguez put together to show the development of BDA from its modest beginnings to around April of 2018. We thought you might like to see it: BDAc Family Mod links: BDMk22 Plugin Releases link: https://github.com/PapaJoesSoup/BDMk22Plugin/releases Issues link: https://github.com/PapaJoesSoup/BDMk22Plugin/issues Burn Together Releases link: https://github.com/PapaJoesSoup/BurnTogether/releases Issues link: https://github.com/PapaJoesSoup/BurnTogether/issues Camera Tools Releases link: https://github.com/jrodrigv/CameraTools/releases Issues link: https://github.com/jrodrigv/CameraTools/issues Destruction Effects Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/154379-12x-destruction-effects-v130-010217/&page=1 Releases link: https://github.com/jrodrigv/DestructionEffects/releases Issues link: https://github.com/jrodrigv/DestructionEffects/issues Improved Chase Camera Forum link : https://forum.kerbalspaceprogram.com/index.php?/topic/173436-14x-improved-chase-camera-v162-apr-02-2018/ Releases link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases Issues link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/issues Vessel Mover Continued Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/144421-12-vesselmover-continued-v1513/& Releases link: https://github.com/PapaJoesSoup/VesselMover/releases Issues link: https://github.com/PapaJoesSoup/VesselMover/issues Vessel Switcher has been incorporated into BD Armory Continued In regards to Adjustable Landing Gear, please consult the Kerbal Foundries Continued thread where @Shadowmage has taken it upon himself to maintain an ALG-like addition to KF Continued ... his thread can be found at the following link: http://forum.kerbalspaceprogram.com/index.php?/topic/155056-122-kerbal-foundries-continued-tracks-wheels-and-gear-02-05-17/&page=1 Videos: Physic Range Extender: Guard Mode and Wing Commander: Modular Missiles: Sonar and Torpedoes: Missiles - Cruise and Terminal Guidance BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  9. guys, do you know active BDArmory servers? (Luna Multiplayer)
  10. *cough* So i decided to start this discussion to help fellas creating and developing Ground Vehicles to be used competitively in BDArmoury ground combat. Most of the thread i found after browsing the forums mostly help with Planes but i never saw anything related to ground vehicles. So therefore this thread will be the place. Now i'm not an expert in KSP BDArmoury ground combat however, the reason i make this so that far experiences player could share their techniques and way. This will certainly help evolve the BDArmoury ground combat. Now let's start with my techniques on developing competitive techniques: 1. Off-set Building. Basically you put all of the part of your tank into the root part. The Purpose of this method was to prevent krakening. By putting all part in your root part, when the BD Shell hits and destroy one panel, other panel wouldn't be affected because they technically aren't connected to each other. However, the cons of this method, was that it was time consuming and when the root part is destroyed, the vehicle will fall apart. 2. Sloped Armour Sloped Armour with BDA Panel works the same way as IRL sloped armour. it helps both deflecting round and increase thickness and potential of the armour. 3. Compartment Spaced Armour To prevent the root part being destroyed and due to how Armour panel works, Compartment Spaced Armour works like a charm. To do this, all you need was to create a compartment inside the Tank chassis with the Armour panel, and to further increase the tank survival ability, You put other stuff inside that compartment, such as Fuel tank (to run the fuel cell), Ammo Storage, Batteries and more. 4. Composite Reactive Armour Using IRL tank such as M1 Abram and Challenger 2 for example. Those two tank uses composite armour called Chobbam. From what i've been researching, the Chobbam's Unclassified composition is made out of Concrete sandwiched between 2 steelplate. So therefore, if we uses this method In KSP, it should look like BDA Armour Panel + KSP 1x1 Stock Panel/DLC Panel + BDA Armour Panel. Basically sandwiching Stock Panel and BDA Panel with the Stock Panel in the middle. From my experience, KSP Panel both Stock and DLC works like a reactive armour while the BDA Panel works like a regular panel. So therefore, after the BDA Shell penetrates the first layer of armour, it will hit the KSP Panel and the KSP will explode. However, from my testing, when used this way, The KSP Panel could damages the BDA Armour panel so used cautiously. My Recommendation would be used Compartment Spaced Armour and then using the Sandwich armour in the front, mixing it with non sandwiched Spaced BDA Armour and then using Another Reactive armour like how the Russian's T-90 tank uses. 5. Softkill and Hardkill APS What i mean by Softkill and Hardkill APS, is that using BDA Jammer to prevent or at least make it harder to lock onto your tank with missile. And using Turret (Such as the 30mm Chain turret or the M20 Vulcan Turret) for Hardkill APS like a CIWS system. This way, killing your tank with a missile will be somewhat Harder. 5. Power Unit and Wheel From my experience, most competitive lads would uses either RoveMax Model M1 or TR-2L Ruggedized Vehicular Wheel. Those two wheels both have pros and cons. First one with Rovemax M1. It has a great acceleration rate and consumed less power than the TR-2L Wheel. It also have a great suspension system compared to the TR-2L. However the cons of the M1 is that it has a lower top speed, narrower surface which leads to instability at higher speed than the TR-2L. To fix this was to duplicate the wheel so it has the same surface width as the TR-2L. This would increase the acceleration rate and top speed however, the power consumtion rate and the price will be so high that it became worthless. TR-2L meanwhile have a lower acceleration, high power consumtion rate, and a mediocre suspension compared to the M1, however, the surface width of the track is wide enough so that you won't need 3 tire layer on one side jsut to have a grippy vehicle. For maximum speed from my experience, usually many competitor uses Juno engine and TR-2L, while some use Juno and M1. However, running on just battery isn't gonna last that very long especially you need the battery to run the vehicle and the track. To generate the power for the battery, i usually uses 4 Baguette tank and one large Fuel cell. This is enough to prevent draining power from the battery once you're on full speed with the tank using just the track power. If you have more tips and tricks to min-max your ground vehicle, please reply PS: Sorry for the grammar.
  11. 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
  12. The Tournament It's that time of year once again, which means time for a new BAD-T. Like the last three BAD-T tournaments, this will consist of 2v2 dogfights featuring WWII-era aircraft battling around and above sites scattered all over Kerbin. Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to YouTube. Defeat means a craft is out of the running, success means it moves up to the next bracket. Depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost during the first round of fights. To enter, simply create a WWII themed aircraft. Replicas of real-world craft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real WWII-era fighter, it's a valid entry. The following mods are required: FAR 1.5.9.1 Liepmann with ExtremeTrader's KSP 1.4.5 patch. Aviator Arsenal with the KSP 1.4.5 patch. BDAc 1.2.2.2, with DMG_MULTIPLIER = 750 in the GameData/BDArmory/Settings.cfg. BAD-T Props pack ,which requires the FireSpitter .dll Additionally, the following mods are permitted, but optional: B9 Proc wings Procedural parts Take Command (for planes using constructed open cockpits) Adjustable landing Gear Tournament Brackets Aircraft Classes: Entries will fall into one of two categories, Fighters and Heavy Fighters. Fighters are single engine monoplanes. They have one engine. They must have a dry mass of at least 2.5 tons*. They can use up to 100 points worth of engine and armament. Heavy fighters are heavy twin engine monoplanes. They have 2 engines. They must have a dry mass of at least 5 tons*. They can use up to 150 points worth of engines and armament. *Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Oxidizer and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass. Points: Weapons cost their diameter in mm. *This includes decimals – 12.7mm MGs cost 12.7 points each, etc. Engine cost is indicated by the number in their part name. *'B27-D Brutus' costs 27 points, 'B32-D Gazelle' costs 32, etc. Ammo is free, carry as much or as little as desired. Rules: - Craft must have no more than 60 parts. -Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret. -No more than six of any one type of weapon. Multiple different weapons is allowed. -Only BADT engines allowed (Widshed, Brutus, Gazelle, Wizard, Buzzer, Foxhound, & Falcon). -No aerospace grade parts (radiators/heatshields/airbrakes/etc) allowed; (Ore/RCS tanks allowed as ballast, but not as structural components). -No reaction wheels. Cockpit reaction wheels must be disabled. -Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat. -No BDAc armor panels. Intrinsic part armor thickness is to remain at 10. -Constructed cockpits must be safe, something that a sane (you, not Jeb) pilot would want to sit in. -Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Clipping ballast parts into ballast parts is permitted. -If using P wings, keep wing thickness for main wing pieces at least 0.120. -Craft must include a visible Communications Antenna – this is AA's combination AI pilot and weapon manager. -AI min altitude must be at least 300m. -Craft should have at least 15 minutes of fuel. -If both craft on a team run out of ammo, they forfeit the match, as they can no longer shoot down the opposing team. -All entrants will be required to shoot down a Test Dummy craft to certify flight-worthiness in FAR – this is basically to ensure your craft can take off and do maneuvers without a RUD. -No text editing of craft files. -The Eidahill Clause: While cheesy Min-Maxed designs that take advantage of loopholes or game exploits may be technically legal, I ask that contestants respect the spirit of the competition, not just Rules As Written, when designing their airplane. Submissions: Craft must be submitted by the deadline, 11:59 PM, Friday, October 26th. One entry per person. If something goes wrong during submission, or you realize your craft is not rules compliant and needs some changes, contact me via PM. Otherwise, all submissions are final. To submit, upload your craft to KerbalX or similar, and sent me the download link via PM. Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries. F.A.Q. Can I submit more than one craft? -No. Entering more than one craft runs the possibility of your entries fighting another of your entries, and the purpose if this tournament is to see how your craft do against other people's designs, not your own. However, if there are not enough entries to fill a roster, secondary entries may be accepted at my discretion. I submitted my craft already, but it (accidentally) breaks the rules, what happens now? -If your craft is an illegal design, I will PM you, and give you the chance to correct the design and re-submit. I've updated my craft after submitting it, can I resubmit? -No, simply to keep the logistics of managing entries simple, one submission per person. You can edit your submission's KerbalX upload or similar as long as it retains the same name before the deadline, but no submitting multiple craft. Can I submit a biplane? -No. Biplanes were mostly obsolete by 1940, and the spirit of the tournament is modern WWII era designs. Can I submit a jet? No. While WWII saw the emergence of first generation jet powered aircraft, for balance reasons all craft should be propeller powered. I'm bad at building craft in FAR, should I still submit something? -Yes. Sure, there will be some entries that are hyper-competitive, but for the most part, this tournament is aimed at having fun, watching submitted craft fight bravely and die gloriously. For the most part FAR is fairly simple to use, but don't be afraid to ask for advice. The rules said something about constructed cockpits? - Take an External Command Seat and use parts to build an open cockpit around the Kerbal (proc parts are good for this). Just make sure it's a cockpit someone other than Jebediah would be comfortable sitting in. Tips & Tricks -Manually fly your craft at least one before handing it off to the AI. This lets you make sure it flies as you expect, and is capable of hard turns/coming out of a dive with out ripping a wing off. -Determine what the minimum altitude your aircraft needs to pull out of a dive from is, and set the AI accordingly. Last thing you want is for the AI to lithobrake your plane during a battle. -Test your craft against the Dummy. The dummy is an aggressively sub-optimal design; if your craft cannot shoot down the Dummy, it is unlikely to perform well against tuned competition aircraft. -Check your wing strength/mass settings. Right click on a wing part to see a slider to adjust the wing's mass and strength. Be careful not to increase or decrease it too much, though. Too little strength and the wing will snap off during maneuvers, too much mass and the plane becomes unnecessarily heavy. -Ammunition is heavy, so consider how much you need. Having a single box of ammo per cannon is generally enough, while machineguns can usually get away with one box per 2 guns. That said, remember that running out of ammo essentially counts as being shot down by the opposing side. -The AI is not by any means a proficient marksman. It may be a good idea to lower max gun range down to something in the 800-1250m range. True, the AI might hit something at 2.5km out, but chances are all it will be doing is wasting all of your ammo at that range. -FAR changes how the CoL indicator in the SPH works; it now shows the center of aerodynamic pressure of the aircraft, rather than the sum output of all lift generating parts. Instead of trying to line up the CoL and CoM indicators, try to align the main wing with the CoM. -Pressing F2 in the editor brings up aim vectors for all guns on a craft, useful for gun calibration if you i.e. want weapons to converge at a certain distance.
  13. In order to train the new KAF pilots, you have been contracted to make an aggressor fighter jet. The competition for the contract is fierce. Can yours stay at the top? This is a BDArmory fighter competition. RULES: 1. The battles are run King Of The Hill style. You fight the 5th place aircraft, and work your way up the leaderboard. 1.1. There are 5 maintained spots on the leaderboard. 1.2. Fights are 3v3 matches, best out of 3. 2. No space-grade parts permitted (oxidizer, monoprop, rockets, non-cockpit reaction wheels, ISRU, etc). 2. Ore is allowed for ballast purposes only. 3. No drones (or lawn chairs). 4. Armor thickness must be left at the default value. 5. No unreasonable part clipping 6. 75 part count limit(may be raised later to 85 if necessary) 7. No decouplers/multi-staging (this is a plane, not a rocket!) 8. Up to 2 Vulcan hidden 20mm cannons, 1 GAU-8, 6 Browning AN/M2 .50 cal, or 2 M230s (locked in forward position) 8.1. No turrets (unless locked in forward position). 8.2. No mixing different types of guns. 9. Up to 6 AIM-9 "Sidewinder" missiles. 9.1. AIM-9s are the only missiles allowed. 10. Up to 4 flare boxes 11. Your plane must fall under 1 of two categories: light and heavy fighters. 11.1. Your plane (light or heavy) has a two engine limit. 11.2. Thrust is calculated with the engine on AB (if applicable). 12. Light fighters must weigh at least 6t at combat weight. 12.1. Light fighters can have up to 250kn of static thrust, and at least 400 units of liquid fuel. 13. Heavy fighters weigh at least 12t at combat weight. 13.1. Heavy fighters can have up to 500kn of static thrust, and at least 800 units of liquid fuel. 14. Editing of the craft outside of the game (e.g, text editing in notepad) is ABSOLUTELY prohibited. (Looking at you @Eidahlil) 15. BDA 1.1, and KSP 1.3.1 is used. 15.1. We will use 1.4.x as soon as BDArmory is ready . 15.2. AirplanePlus and BDArmory (duh!) are the only allowed mods. 16. Have fun! 17. If you have any questions, ask me (@dundun92). PLANES IN TESTING: [none yet] LEADERBOARD: 1. 2. 3. 4. 5.
  14. Dawn of the Jet Age - BDAc AI Dogfight Tournament With the release of BDAc for KSP 1.7, it's time for a new BDA tournament. Like the previous BAD-T's I've run, this will consist of 2v2 dogfights featuring vintage aircraft. While this isn't an official BAD-T, its ruleset will be similar, if less strict, with some experimental additions, and is a way to have some fun until the next official BAD-T comes along. Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to YouTube. Defeat means a craft is out of the running, success means it moves up to the next bracket. depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost their first bout. To enter, simply create a post WWII-ish (~1946-1952) themed first/second generation jet. Replicas of real world aircraft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real aircraft from around that era, it's a valid entry. The following mods are required: FAR 0.15.10.1 "Lungren" for KSP 1.7 Aviator Arsenal AA also requires a compatibility patch for KSP 1.2+. The one I'm using can be found here. BDAc 1.3.SI, with DMG_MULTIPLIER = 300 in the GameData/BDArmory/Settings.cfg. Stock BDAc 1.3 is also acceptable, if you don't want want to keep track of a modded version. BAD-T Jet pack Additionally, the following mods are permitted, but optional: B9 Proc wings Procedural parts Adjustable landing Gear using the 1.7 recompile for KSPWheel Brackets Aircraft Classes: Entries will fall into one of two categories, Fighters and Heavy Fighters. Fighters are single engine aircraft. They have one engine. They must have a dry mass of at least 2500 kg*. They can use up to 100 points worth of engine and armament. Heavy fighters are heavy twin engine aircraft. They have 2 engines. They must have a dry mass of at least 5250 kg*. They can use up to 150 points worth of engines and armament. *Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Monoprop and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass. Points: Weapons cost their diameter in mm, rounding down. -7mm weapons were obsolete by this point in time, and will only cost 5 points each. Engine price is listed in their part name and description. (J-C32 G "Goblin" is worth 32 points, etc.) Ammo is free, carry as much or as little as desired. However, if your planes run out of ammo during a match, it will be considered a loss by default. Rules: -Craft should have no more than 60 parts, please. -Part Armor is remain at default values. -Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret. No more than 6 ShKAS per plane. -Only BAD-T Jets allowed (Gremlin, Kobold, Nibelung, Goblin, Geist, Spectre, Phantom, Warlock) -Airbrakes are fine, A.I.R.B.R.A.K.E.s are not. No aerospace grade parts permitted– A.I.R.B.R.A.K.E.S, radiators, RCS, heatshields, etc. -No reaction wheels. Cockpit reaction wheels must be disabled. -Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat. Stock cockpits are heavy; using a stock cockpit part grants a +20 point bonus to your weapon/engine budget if building a single engine Fighter. -Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Fully clipping ballast parts into other stuff is fine. -No text editing. -The Edihill Clause: While cheesy Min-Maxed designs that take advantage of loopholes or game exploits may be technically legal, I ask that contestants respect the spirit of the competition, not just Rules As Written. Recommendations - Optional, but might be a good idea: -Use the AA Communications antenna - it's a combination Weapon Manager/AI pilot. Saves on part count, also stylish. -If using a constructed cockpit, consider making it enclosed – it will generate less drag, and minimize the risk of your pilot being hit or killed by incoming fire (unsurprisingly, if the pilot dies, the plane will crash) -Try to have at least 15 minutes of fuel. -AI min alt should probably be above 300m. -Test your plane against the Dummy. if nothing else, this certifies that your craft possesses basic flight-worthiness. Paintball mode may be useful here. Submissions: Submit craft by the the deadline, 11:59 PM, Tuesday, July 9th. To submit, upload your craft to KerbalX or similar, and send me the download link via PM. Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries. (This is mainly to make sure that entries don't get accidentally skipped or lost in the thread.) F.A.Q. Can I submit more than one craft? -Yes. In the interest of getting enough planes to have a decently sized roster, you may submit up to 2 aircraft I submitted my craft already, but it (accidentally) breaks the rules, what happens now? -If your craft is an illegal design, I will PM you, and give you the chance to correct the design and re-submit. I've updated my craft after submitting it, can I resubmit? -No, simply to keep the logistics of managing entries simple, one submission per aircraft per person. You can edit your submission's KerbalX upload or similar as long as it retains the same name before the deadline, but no submitting multiple craft (i.e. you submit a plane, then resubmit a mk2 version later, then a tweaked mk3 after that...) I'm bad at building craft in FAR, should I still submit something? -Yes. Sure, there will be some entries that are hyper-competitive, but for the most part, this tournament is aimed at having fun, watching submitted craft fight bravely and die gloriously.A FAR tutorial will be posted, and either myself or other FAR vets in the thread will probably be happy to help should you have questions. The rules said something about constructed cockpits? - Take an External Command Seat and use parts to build a cockpit for the Kerbal. Or don't. Just keep in mind strapping Jeb to the top of a plane is going to generate a lot of drag, and Kerbals have a low tolerance for hot lead poisoning. What's up with the custom BDAc the tournament will be using? -BADc 1.3.SI is a custom re-compile of BDAc1.3 for the tournament, and adds in stuff that previous tourney participants felt were missing. Includes the ability to have multiple engagement ranges for weapons in a group, some new advanced AI tweakable settings, and an experimental Reckless AI personality that places less focus on evasion; should help it retain more energy and stay on target, at the cost of nigh-suicidal disregard for safety in some instances. Also includes paintball mode for craft testing. If you already have a copy of the latest BDA and/or don't want to keep track of a modded version, the vanilla version will still work, you'll just not have quite as many options for craft tuning. Tips & Tricks
  15. I was Making a MiG-1.44 Replica And I used a Custom Bombbay, When I put it into a dogfight I had to Manually Open it, the AI will not fire a missile until it is open because the missile path is obstruced. Also, My F-14 Tomcat, when operated by a AI, Does not change the wing sweep regardless of the situation, it must be done manually. Is there a Way to Make the AI use the Infernal Robotics Joints Like the Cargo Bays for concealed weapons?
  16. The Tournament With @tetryds permission, BAD-T returns with BADT the Third. Like the last two BAD-T tournaments, this will consist of 2v2 dogfights featuring WWII-vintage aircraft battling around and above sites scattered all over Kerbin. Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to Youtube. Defeat means a craft is out of the running, success means it moves up to the next bracket. Depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost during the first round of fights. To enter, simply create a WWII themed aircraft. Replicas of real-world craft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real WWII-era fighter, it's a valid entry. The following mods are required: FAR 0.15.9 "Leibe" Aviator Arsenal Due to changes in BDA, AA requires a MM compatibility patch. The one I'm using can be found here. BDAc 3.0.0 BAD-T Prop pack ,which requires the FireSpitter .dll Additionally, the following mods are permitted, but optional: B9 Proc wings Procedural parts Take Command (for planes using constructed open cockpits) Adjustable landing Gear DCK Tier 1 Tournament Brackets Lost the first match? No worries; craft that lost the first match move to the second tier Tier 2 Tournament Brackets Aircraft Classes: Entries will fall into one of two categories, Fighters and Heavy Fighters. Fighters are single engine monoplanes. They have one engine. They must have a dry mass of at least 2.5 tons*. They can use up to 100 points worth of engine and armament. Heavy fighters are heavy twin engine monoplanes. They have 2 engines. They must have a dry mass of at least 5.5 tons*. They can use up to 150 points worth of engines and armament. *Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Oxidizer and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass. Points: Weapons cost their diameter in mm*. Engines cost twice their static thrust in kN*. Armor from DCK costs 2 points per 50 kg of armor, rounded up. Ammo is free, carry as much or as little as desired. *This includes decimals – 12.7mm MGs cost 12.7 points each, etc. Rules: - Craft must have no more than 60 parts. -Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret. -No more than six of any one type of weapon. Multiple different weapons is allowed. -Only BADT engines allowed (Widshed, Brutus, Gazelle, Wizard, Buzzer, Foxhound, Falcon, & Jaeger). -No aerospace grade parts allowed; (Ore/RCS tanks allowed as ballast, but not as structural components). -No reaction wheels. Cockpit reaction wheels must be disabled. -Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat. -Constructed cockpits must be safe, something that a sane pilot would want to sit in. -Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Clipping ballast parts into ballast parts is permitted. -If using P wings, keep wing thickness for main wing pieces at least 0.120. -FAR wing strength must be above 0.25 and below 1.5. -Craft must include a visible Communications Antenna – this is AA's combination AI pilot and weapon manager. -AI min altitude must be at least 500m. -Craft should have at least 15 minutes of fuel. -Armor, if used, must follow craft contours. No building an invisible armor bubble around the craft. -All entrants will be required to shoot down a Test Dummy craft to certify flight-worthiness in FAR – this is basically to ensure your craft can take off and do maneuvers without a RUD. Submissions: Craft must be submitted by the deadline, 11:59 PM, Saturday, October 14th. One entry per person. If something goes wrong during submission, or you realize your craft is not rules compliant and needs some changes, contact me via PM. Otherwise, all submissions are final. To submit, upload your craft to KerbalX or similar, and sent me the download link via PM. Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries. F.A.Q. Can i submit more than one craft? -No. Entering more than one craft runs the possibility of your entry fighting another of your entries, and the purpose if this tournament is to see how your craft do against other entries, not your own. I submitted my craft already, but it (accidentally) breaks the rules, what happens now? -If your craft is an illegal design, I will PM you, and give you the chance to correct the design and re-submit. I've updated my craft after submitting it, can I resubmit? -No, simply to keep the logistics of managing entries simple, one submission per person. You can edit your submission's KerbalX upload or similar as long as it retains the same name before the deadline, but no submitting multiple craft. Can I submit a biplane? -No. Biplanes were mostly obsolete by 1940, and the spirit of the tournament is modern WWII era designs. Can I submit a jet? Yes, as long as it follows the construction rules, you can enter one, but keep in mind precision-tuned prop planes will probably out-perform it. I'm bad at building craft in FAR, should I still submit something? -Yes. Sure, there will be some entries that are hyper-competitive, but for the most part, this tournament is aimed at having fun, watching submitted craft fight bravely and die gloriously. The rules said something about constructed cockpits? - Take an External Command Seat and use parts to build an open cockpit around the Kerbal. Just make sure it's a cockpit someone other than Jebediah would be comfortable sitting in.
  17. In agreement with FJS, my friend and I are hosting the first Stock Fighter Jet Showdown! We’ll be uploading the competition to YouTube later this year. On behalf of stock builders, we wanted to give you guys a chance to put your hard work on display. Rules: 1. Aircraft must be fully stock, no DLC, and no mods (except armed with BDA: see rule #8) 2a. Your weapons may consist of up to 6 guns, and 12 missiles from the base BDA, this is not per craft, this is per team of up to 3 aircraft, you may not have more than 3 aircraft in a team. 2b. Guns may be either 20mm hidden Vulcans, individual 50cals, or 30mm GAU-8s. 2c. You may have up to three crafts but you must distribute the weapons across them. 3. You may not clip engines, and there is to be NO craft file editing; the exception to engine clipping is if your fighter is heavily detailed. In that case, you will be allowed to clip engines in, but the craft may not go over 800m/s as a result of the extra engines 4. Craft are to be loaded out before submission. 5. For our sake please keep the part count per craft below 200, we’re trying to avoid having crappy frame rates for the sake of recording. 6. Craft will be inspected for compliance. 7a. Please submit craft by emailing [email protected] 7b. Submit your craft in the following format: Craft Name: [Insert Name] Amount: [Up to three] Armament per craft: Your Name: [The name you want to be listed as the builder] Attach head-on, top-down, and side images of your craft Attach the craft file. (Keep in mind how many aircraft and weapons you can have: 3 Aircraft- max of 4 missiles & two guns each 2 Aircraft: max of 6 missiles & three guns each 1 Aircraft: max of 12 missiles & six guns) 8. You may not use BDA’s armor feature, and you can only use BDA for the weapons, radars, Radar Warning Receivers, countermeasures and AIPilot/Weapons Manager, and the Saturn engines. 9. Aircraft must have a cockpit of some kind, and must take off, land, and fly like conventional aircraft. 10. These should actually be fighter aircraft, whether they're a replica, concept aircraft, or original design. Aircraft which do not look like they could be a proper fighter will be ruled out. This is solely because it's unfair if a low-quality aesthetics aircraft that is absurdly performance based goes against a high-quality aesthetics one. Only the highest quality designs with a lot of effort put into the aesthetics of it will be accepted, nothing more, no less. After all, this competition is to showcase the hard work and talent that stock builders put into their craft to make them as beautiful and as high-performing as possible.
  18. So i have an issue For some reason when i load up this group of mods the craft dont load unless their right next to each other It's really weird and it's pretty annoying. <blockquote class="imgur-embed-pub" lang="en" data-id="a/PeaSqpW"><a href="//imgur.com/PeaSqpW"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script> https://imgur.com/a/PeaSqpW Hope this helps. Thanks in advanced
  19. Please note the following mods also require the installation of SM Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work(don't panic the correct version of SMI is included in every download) Latest Update v0.99.99.93 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.X and BDA 1.2.X ONLY Important note regarding recent BDA changes specifically BDA 1.2.2.2 see spoiler The original BDA expansion contains over 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release,SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response SM_Armory for KSP 1.3.1 Notes NOT installing the SM_Industries folder will mean that parts may not appear, strings will be nonsensical and mod performance will be reduced On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM AFV's KSP 1.4.X BDA 1.2.X Only v0.9.14.00 The T90 and New Tracks Update 17 new sets CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks Current Release KSP 143 and BDA 1.2.1 onwards v0.1.2.0 download from github v0.1.2.0 download from SpaceDock SM_OSTandT SM Old School Turrets and Tanks REQUIRES INSTALLATION OF SM INDUSTRIES DOWNLOAD SMI FULL LICENSE DETAILS SM Old School Turrets and Tanks pre 50's military vehicles A rebirth of OST and OST Redux into a proper mod Features complete hulls and turrets for various tanks CONTENTS ALL HULLS COME WITH BASIC iVA FOR UP TO 4 CREW FLAK TURRET --------------------- IS 122 TURRET IS122 HULL GREEBLES ------------------ KERMINOV K17 THE FIRST KERBAL TANK ---------------------- KV1 TURRET KV2 TURRET KV SERIES HULL --------------------------- LOL TRAKTOR TURRET LOL TRAKTOR HULL LUCHS TURRET ------------------------- M4 SHERMAN HULL 75MM TURRET 105 HOWITZER TURRET --------------------------------------- M60 PATTON HULL STANDARD TURRET UPGRADED TURRET CUPOLA TURRET ------------------------- JU87 GUNPOD PANTHER TURRET ----------------------------- PZ4 TURRET PZ4 HULL -------------------- T34 TURRET T60 TURRET _____________ TIGER 1 TURRET TIGER 1 HULL SMI Missiles and Launchers KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Contents of 1.4.3 update BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting pagehttps://github.com/SpannerMonkey/SM_Armory/issues at the following location Thanks as always to @gomker @XOC2008 @DoctorDavinci @TheKurgan and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  20. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE TO ALL USERS OF SM MARINE There are issues in KSP 1.6.x with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included SM Marine NEEDS the SM_Industries plugin and localisation dictionary in order to function correctly It is important to have the version that matches the release, mismatched versions will result In Autloc text being displayed and parts may not appear SM_Industries for a latest releases can be found at the link below https://github.com/SpannerMonkey/SMIndustries/releases What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Typhoon and main cmd center IVA And its not all military Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Basic Builds Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly GitHub Requires SM_Industries Dictionary assembled and created by @gomker SM_Industries EN US Localisation Dictionary Now available stand alone airpark works with the NEW ship main anchor Mods that are considered essential in order to fully use every item in this mod and Other Ship and Boat related useful mods and addons see below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link https://github.com/SpannerMonkey/SM-Marine/issues NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  21. SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm link for prvious version 122 SM_Stryker Aerospace and Armory KSP 1.4.3 BDA 1.2.1 ONLY This update brings you Updates and fixes to IVA's 2 level IVA for JSI/RPM and stock ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Classic S(spitfire look alike), Classic FW(fw190 lookalike) P60 night fighter (both ends), B29 cockpit with 4 seat IVA, Val style twin seat fighter bomber cockpit with twin seat IVA, BF109 full, found and completely restored from a very early version of Stryker, Wings, in straight and elliptical form, Spines to blend in BF cockpit, 2.5 x 2.5 and 2.5 x 5 mtr bomb bays, DCK config for all reworked version of Baha's MK2 Lightning cockpit in two versions. both suitable for stock MK2 connections Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) , period styled engines for FW x2 P60 nightfighter and Classic S x2 AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation changelog emergency download CC BY-SA 2.0 parts This KSP Mod incorporates code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License. https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/blob/master/USITools/USITools/PartCatalog.cs
  22. Large Boat Parts Pack KSP 1.4.x V3.9.3 BB2 and BDA damage overhaul IMPORTANT Please read post below before downloading or installing ALWAYS USE LBP IN CONJUNCTION WITH KJR (KERBAL JOINT REINFORCEMENT) STRUTS AND AUTOSTRUT ARE TOTALLY INEFFECTIVE ON OBJECTS OF THIS SIZE LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  23. Kerbal Fighter Jet Endeavour Kerbin is at the brink of a global war. Nations across the globe are rushing to get their fleets of fighter jets ready for the day war breaks out. Awful for the planet, but now is the perfect time for aerospace corporations everywhere to bloom! Your mission is to design the best possible jet, but that’s not where it ends! You’ll also have to sell them… The leaderboard First of all you’ll obviously have to design an aircraft. The only rule is that the plane has to be manned, no drone battles here. External command seats will not be accepted either. The rest of the design is fairly simple really, apart from a few parts, you can do whatever you want (more on that later)! Of course the plane has to be capable of taking off under its own power. The banned parts are: BDA Armor All shapes and sizes of turrets Laser armament The use of the armor slider is also prohibited Further than that, if you wish to put in reaction wheels, RCS, whatever, go ahead, it’s all allowed! However, there’s a 100 part limit (don’t want to limit this competition to only the best computers). (optional)The second part is actually selling it. Every player can, beside sending in planes, act as a buyer for some imaginary nation. Everyone gets a budget of 10.000.000 credits to spend on a fleet of your choice (obviously you can’t buy your own aircraft). The best fighter won’t just fight well, it’ll also sell well. This way I hope to promote cheaper and more aesthetic designs as well as purely functional ones. As a plane designer you’ll have to write a sales pitch to convince buyers of your craft. The following data has to be in your pitch: cost, crew number, type (single engine, dual engine, …) and obviously a link to download your craft (preferably put that in the leaderboard as well). The leaderboard consist of multiple categories based on the amount of engines: - Single engine - Dual engine - Go crazy (basically everything that doesn't fit in the above 2 categories) The tournament itself will be organized in such a way that I don’t have to be present to lead everything, this way it can continue as long as people wish to, even if I am no longer active in the forums. So, how does it work? Planes will be taken together in groups of 5 (check the spreadsheet if you’re confused right now). If you wish to enter your plane, all you have to do is start a battle with the bottom plane of the highest rated group of 5. If you win, your plane enters this board and gets to fight upwards against the other 4 planes. The plane formerly on spot 5 drops to the lower table. If you lose, you start against the lowest rated plane of the group below. This process just repeats itself until your planes finishes somewhere. In the rare case that you don’t manage to win against anyone, you just put your plane all the way at the bottom of the lowest group (if that one is full, make a new one). Fighting itself will happen in 3 rounds of 2v2, all viewed from a neutral point of view for physics sake. Battles will be run in standard KSP physics, this isn’t a FAR competition, and it will never be. All fighting will be done by the BDA-AI, therefore the settings of the autopilot play a major role in the success of your aircraft. The actual order in which the battles are fought doesn’t matter, as long as all 3 are fought. If you win 2 your plane gets to move on. Moving up is seen as 1 offensive victory in the spreadsheet. Losing to a plane above is a defensive victory for the above craft. The battles are: - 2 of yours from KSC vs 2 enemy planes from the island runway. - Opposite of the round above. - Both groups of 2 take off from KSC in opposite directions. For the sake of easiness, it is not mandatory to record your battles. I’ll go ahead and trust all of you to be honest and fair in reporting your victories and defeats, if you however do wish to record the battle and provide us with a video, please do! Yes, I will play out and record battles for you. I still highly encourage everyone to do this for themselves. Should you want me to do them for you, do mention it in your submission, and keep in mind that it will take longer this way since I have other stuff to take care of as well! On top of that, I'm not very good at video recording, I can edit but probably won't take the effort to do that...  Mods required: - BDArmory for the latest version of KSP. - PhysicsRangeExtender (should already be installed for BDA to work anyway) - AirplanePlus Text editing any files (eg: raising hitpoints) is very much forbidden and if anyone gets caught doing this, all their planes will instantly be disqualified and the player will be banned from entering the competition again. That’s it! If you have any questions or feel like something could still be improved, feel free to write a comment about it and I’ll look in to it asap. Good luck!
  24. Hi! I was just wondering if anyone knows of a BDA release for KSP 1.6. Hopefully, you do! Bye! P.S. If there are no releases, I know how to get a previous KSP version and use BDA on that.
  25. Small Naval Vessels in 90s Modern naval weapons by BDA weapon Consist of: Class 054 type “jiangkai II” frigate hull with VLS Class 053 type “jianghu”frigate hull Class 037-II type “Houjian” missile boat hull Class 82-II type "wozhang"minesweeper hull 37mm Automatic naval gun 6 pipe 30mm CIWS HHQ-16 “red flag”air defense missile YJ-83 anti ship missile and launcher Fregat-MAE-5 radar Type 344 radar Big size FLIR for ships Anti submarine rocket launcher Recommend to you: and A Kerwis Team Work DOWNLOAD: https://spacedock.info/mod/1654/Small Naval Vessels in 90s License: MIT Update in 2018/1/27
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