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  1. Im looking for a bda add-on that adds weapons for orbital combat. I was wondering if you knew of one.
  2. This is a BDA tournament with a bit different tournament setup. You must beat literally everyone in a row in order to be declared the King Of The Hill. If someone dies, everyone they killed respawns! TOURNAMENT STRUCTURE: I will randomly pick two living planes from the submissions to do a battle. The loser of a battle is dead. Anyone's entry killed by the loser in a previous battle respawns to fight another day. Battles will always occur if there are 2 or more entries currently alive. The tournament begins IMMEDIATELY as of this post. CRAFT REQUIREMENTS: Keep your planes at 60 parts or fewer. No missiles. This is a gunfight. If you want rocket pods or bombs on a dogfighter for some reason, that's fine. Turrets, if present, must be locked to fixed 0-0-0 position. No drones. These are to be piloted planes. You are however allowed to have secondary pilots or passenger space. No tweakscaling the cockpit. Planes must have radar installed. ANY AI settings are allowed. If you manage to go outside slider limits somehow, that's fine too. Please do not use any of the engines from Quiztech, including the jet RCS thruster, as they are not balanced with the stock meta. SXT engines, both jets and props, are okay. Please do not excessively clip parts. A wing going through a fuel tank is okay. Ten wings and 4 engines clipped most of the way inside a fuel tank is not. You MUST have 15 minutes of fuel at nominal full afterburner. That's 57.4 units of fuel per Juno, 210 per Wheesley, 525 per Goliath, 597 per Panther or Whiplash, and 603 per RAPIER. I'll allow you to round it down by up to 0.5 units of LF. No more. I am completely willing to make you fix a plane because it has 14 minutes and 58 seconds of fuel. If you tweakscale engines, make sure to give them the right amount of fuel. Tweakscale's exponent for engine thrust and fuel consumption is 2.5, so the math is: Fuel needed (tonnes) = ( NewSize / OriginalSize ) ^ 2.5 * Original Thrust (kN) * 900 / ISP / 9.8 So for example, a 2.0-meter-sized Panther needs: (2.0/1.25)^2.5*130*900/3200/9.8 = 9.665 tonnes of fuel. Multiply by 200 to get 1933 units of fuel. This is to power 15 minutes of 421-kiloNewton thrust. Or a 1.0-meter sized Goliath would demand (1.0/2.5)^2.5*360*900/12600/9.8*200 = 53.10 units of LF. Note that changing your engine size has no effect on the TWR of your engine, as the mass scales with the 2.5 power as well. COMBAT SETTINGS: The default competition distance of 8000 meters will be used. Rounds will be 3v3. One battle per round. Best out of one. Any plane which cannot fly or glide is considered dead. The winner should still be able to fly or glide after winning. All deaths count as deaths. The despawn distance will be set to 100 kilometers. If your plane despawns, it is counted as dead. ENTRY RULES: There will be a limit of one entry at a time per person. You may modify or replace your entry at any time. Post here to replace your entry with a link to the new one. I will check this thread every time I'm about to run a new fight. Modifying a dead entry replaces it and the new entry remains dead. Modifying a living entry effectively kills and removes your previous one and spawns in your new one. If your old version has killed any planes, they are re-spawned as well. You must build your own vehicles for your entries. No modifying someone else's. If your entry has been dead for 72 hours, I'll allow you to withdraw your entry and submit a new one which starts alive, with the stipulation that it must be a new aircraft that has never competed in this challenge and not a modified version of your previous entry. Submit your entries here. MOD LIST: BDA continued https://github.com/PapaJoesSoup/BDArmory/releases SXT continued https://github.com/linuxgurugamer/SXTContinued Quizztech continued http://spacedock.info/mod/836/QuizTechAeroPackContinued -Remember, don't use the engines! Aviation cockpits http://spacedock.info/mod/658/Aviation Cockpits Tweakscale Github -Don't use this on your cockpits! HALL OF FAME: I'll be posting all Kings Of The Hill in order here, as well as how many planes they killed to get to the top and how many challengers they've beaten, as well as which new plane eventually killed them. I'll have a second leaderboard showing number of battle wins and losses of each contestant. I'll also post the status of the competition as a whole, which planes are alive, which planes are dead and by who, and which entries have been dead for 72 hours. There will also be uploads to YouTube of each battle, although I may decide to trim them or speed up the boring parts if, say, both planes run out of ammo and orbit in the sky for hours. Current entries: Pds314's xFA Iridium: https://kerbalx.com/pds314/xFA-Iridium . - currently alive. DoctorDavinci's O' Revoire: https://kerbalx.com/DoctorDavinci/O-Revoire - currently dead. - Killed by Lepidoptera Cherensis drtricky's Dorito: https://kerbalx.com/drtricky/The-Dorito--competition5-gau - currently dead. - Killed by Big Momma Eidahlil's Lepidoptera Malvae https://kerbalx.com/juzeris/Lepidoptera-Cherensis - Currently alive with 1 kill. Triop's Big Momma IV: https://kerbalx.com/Triop/Big-momma-IV - run with 150 extra LF per wing for legality. - Currently alive with 1 kill. K/D leaderboard: Triop's Big Momma IV: 1 win, 0 losses. Killed leader! drtricky's Dorito: 3 wins, 1 loss. Once a King! DoctorDavinci's O' Revoire: 1 win, 2 losses. 1 perfect game. Eidahlil's Lepidoptera Cherensis: 1 wins, 1 loss. (1, 0 in current model) Pds314's xFA Iridium: 0 wins, 2 losses. Kings of the hill: GMT: 10:40, 12/4/2016 to 6:30 12/6/2016: drtricky's Dorito - killed 3. - Killed By Triop's Big Momma. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ My entry: https://kerbalx.com/pds314/xFA-Iridium Battles so far!:
  3. On behalf of the BDAc team and development group, I welcome all prospective entrants to this BDAc challenge! The start of the skirmishes shall commence on December 1st, 2016 and will hopefully be completed before December 20, 2016. I will be on holidays from the 21st until the end of the month. If the challenge does not conclude on December 20th, they will recommence until completion on January 1, 2017. From this post on everybody has 12 days to build, fine tune, and submit their planes. The rules as agreed upon: -One submission per applicant -Battles will be 3 vs. 3 round, best of 3 skirmishes . This will be a simple elimination setup. You win a battle, you progress. You lose, you're out. Ties will be delt in a overtime round. If the plane(s) lands intact due to expiration of fuel resources that will count as a loss since your plane will not be able to defend itself. -All planes will be flightworthy. -All planes will be able to taxi down the runway or dirt in a straight fashion. If your planes like to do the wing-slap-shimmy with the dirt or pavement, don't submit it. If it happens during a battle, it will be counted as a loss. -All planes will be tuned to your best abilities at the point of submission either by DropBox or KerbalX. Once your plane is submitted, it will be considered a final draft. -All planes will have the BDA AI and Weapons Manager in plain sight (pardon the pun), preferably on top of the fuselage or airframe. If I have to go looking for them......well, that results in bad Karma, Ju-Ju, or whatever you call it. It's poor manners for the tournament host. Besides, I might have to check on things. -Any AI or weapon manger settings allowed. You are tuning the AI to your plane. Do what you have to. Same with the Weapons Manager. -All BDA guns allowed. NO MISSILES THIS TIME. Rotating turrets will be locked down to 0-0-0 configuration, pointing forwards. I will check. -There will be a hard minimum of 750 metres ASL AI configurations. No maximum ASL altitude limit will be imposed. This is to prevent dirt poisoning or SDT (Severe Deceleration Trauma) mishaps (hitting the ground). -All contests will be within the default 8,000 metre arena. Use this as a yardstick for building your planes. -All planes will be inspected so they have the stock SQUAD parts and the following mods (links will follow): --SXT continued https://github.com/linuxgurugamer/SXTContinued --BDA continued https://github.com/PapaJoesSoup/BDArmory/releases --Quizztech continued http://spacedock.info/mod/836/QuizTechAeroPackContinued --Aviation cockpits http://spacedock.info/mod/658/Aviation Cockpits?ga=<Game+3102+'Kerbal+Space+Program'> --Procedural Dynamics (wings) https://github.com/Crzyrndm/ProceduralWings/releases --Procedural Parts (airframes, tanks, etc) https://github.com/Swamp-Ig/ProceduralParts/releases --Tweakscale Github NO OTHER MODS WILL BE PERMITTED. -FAR or NEAR not approved. Stock game physics only this time around. We shall see in the future. -Default G-limits on planes and Kerbals in full effect. You can build whatever you want, but the pilots have to live until they die (morbid, but true) -Any planes that use Tweakscale on the cockpits will be disqualified. Tweakscale renders the cockpits and other manned structural parts unmannable. If your design calls for a .625m cockpit the before mentioned mods have those in their parts inventory. Same with 2.5m cockpits. Use the proper cockpit for the job. -Tweakscale on engines permitted, however this may not be an advantage due to thrust, fuel consumption, mass, etc. It will be up to the participant to design their plane with this in mind. You have been advised. -All planes will have a minimum of one Kerbal. -All planes will have a maximum of 2 engines -All planes will have a minimum of one BDA Radar unit installed. -All planes will have a maximum part count of 50. That should be plenty. -All planes will have sufficient fuel for a minimum 15 minute flight at maximum throttle. This includes Afterburners. Dogfights with evenly matched planes have been known to last quite a while. -There is no minimum or maximum mass on the plane. -There is no minimum or maximum speed requirements, but it's preferred that your plane can do at least Mach 1.1 for a decent mass-to-thrust ratio. - There will be no hidden wings installed inside the fuselage, UNLESS IT CAN BE PROVEN THAT IT'S A NECESSITY FOR THE STRUCTURE OF THE PLANE. That means no shoving 20 wing surfaces in the space of one using the debug menu to do it. That will be an instant no-fly.
  4. So i have another idea but this time its time to have some fun and a safe way to have a war without loosing kerbals. By adding Kerbal.Entertaining.Rocket.Foam(the kerbal equivalent to NERF) or KERF for short.
  5. I installed BDA yesterday and had some issues. A: All of the BDA items could only be found in the manufacturers tab B: The BDA tab is nonexistent (Yes I'm using the weapons manager) C: Bomb explosions are not happening correctly D: I'm not the only one with this problem, my friend JWMan121 also has these issues I would be more than grateful if someone were to help me with these issues. Thank you!
  6. Is it a spaceplane? is it a rover? no its THE MEKHA TENGU CHALLANGE! Koviet engineering korps is looking to see if any kerbal is smart enough to make a hybrid spaceplane/rover that can cut down the pollution that is caused by multi staged interplanetary launches and a rover that can be returned back to kerbin,and be used as a gunship for a(totally fake) war(that does not involve nuclear weapons and napalm). WINNERS WILL BE DECIDED BY A RNG. RULES: 1.post screenshots 2.can have very witty names 3. must use BDA for weapons 4. list mods used(if you are using any modded parts that are not from BDA)
  7. So, I have recently been informed that a lot of the top mods currently aren't compatible with the newest 1.2 update of KSP. I was wondering how could one go about reverting my game back to 1.1.3 or something. I am using steam I honestly could care less about most of my saves I have a boatload (more like an intergalactic capital ship turned into a cargo ship full kind of boatload) This is mostly in the name of BDArmory Thanks in advance, -lococarl, over and out. **P.S.: Here's what's in my GameData folder: 000_USITools (Miscellaneous plugins and such for USI mods near bottom of list) BDArmory (RIP BDA, no parts show up in 1.2, really itching to try for first time) CommunityResourcePack (No idea where I got it from) Eskandare_Heavy_Industries [CVX (Only having problems with launch)] ExtraplanetaryLaunchpads (Out of date) Firespitter (Not my favorite, pretty janky if you ask me) JSI [RasterPropMontiter (I guess it's working)] KAS (Haven't figured out how to really use it yet, for lack of trying) KAX (Has fallen by the wayside because of KSO) Kerbaltek [Hyperedit (Working)] KIS (Haven't delved into its wonders at all yet) KSO (Love it very much, 99%* working) SHED (Haven't used yet but works) SM_Marine (Only having problems with launching boats) SmokeScreen (Due to dependencies, also have no idea what it does) Squad (Stock) TweakScale-master (Fully functional) UmbraSpaceIndustries (Akita, FX, Karibou, Konstruction, and Malemute) VanguardTechnologies (EVA parachutes and ejector seats, haven't booted game with it yet) VesselMover (Tab not appearing at top of screen, I call it not working) WildBlueIndustries (Buffalo MSEV, haven't booted game with it yet) Hope someone can inform me on what I'm doing wrong with some of these or how to use them. *There are some screwy things in KSO (ie.: physics loads for already landed helicopter from previous flight with engine left on and it spins and flips all over and blows up).
  8. "Libertate per Tela Superior" THE CHALLENGE: Build an Airborne Heavy Weapons Platform (AHWP). Pit it against other AHWPs for amazing battles of incredible destruction. Inspired by @Adelaar's M-GS-1 'Liberator' build. What's an AHWP? An AHWP is a VTOL aircraft so heavily armed that "heavy gunship" is no longer sufficient to describe it. It is somewhat subjective, but a good rule of thumb for making AHWPs is to decide the armament first, and then build the craft around that. It must be VTOL. If it's fast/maneuverable/doesn't overly lag your game, that's a bonus. Are mods allowed? Yes. BDA is required, and other mods are allowed. If necessary, custom parts may be used only for the VTOL lifter engines. This is due to the fact that most engines will likely be insufficient to lift some AHWPs. Stock is, however, not discouraged. In fact, stock is somewhat cooler due to the limitations one has to work with. However, if you need Infinite Fuel/Electricity/RCS for functionality, it does not qualify as a submission. BDA Infinite Ammo is allowed, but not encouraged. Throttle Controlled Avionics for VTOL balancing is allowed, but not encouraged. Kerbal Joint Reinforcement is recommended. Submission Guidelines: Post a picture/album of your AHWP and it's armaments list. Please add a KerbalX download. Multiple entries are allowed. List of Known AHWPs: 1) @Adelaar's M-GS-1 'Liberator' Battle Cruiser- The original. Mostly Stock. Form Factor: Gunship. Classification: Heavy AHWP. 2) @njmksr's ACV-270 'Freedomizer'- Bringing good old-fashioned American FreedomTM since 2016. Mostly modded. Form Factor: Gunship. Custom lifters. Classification: Ultra-Heavy AHWP. 3) @drtricky's ABH-41 'Titan'- Stock, with the exception of BDA. Form Factor: Gunship. Classification: Medium-Light AHWP. 4) @andreasblom's KH-3000 'Flying Tank'- Mostly Modded. Form Factor: Helicopter. Classification: Light AHWP. 5) @drtricky's ABH-17 'Civilizer'- Stock, with the exception of BDA. Form Factor: Gunship. Classification: Heavy AHWP. 6) @stickman939's 'Devilmaker' Helldiver-Class HWP- Your framerate will drop about as low as the morale of your enemies. Mostly Modded. Form Factor: Battlecruiser. Classification: Ultra-Heavy+ AHWP. 7) @ScriptKitt3h's Olympus Mons-Class AHWP: Work in Progress. Stock, with the exception of BDA. Form Factor: Battlecruiser. Classification: Ultra-Heavy AHWP. 8) @drtricky's USHS Majestic: Because there's nothing that can't fly if it has Moar BoostersTM Mostly Modded. Form Factor: Battlecruiser Literal Warship. Classification: Ultra-Heavy+ AHWP. Leave your submissions in the thread below! Special thanks to: @Adelaar for inspiration, @BahamutoD for BD Armory, @Papa_Joe, @DoctorDavinci, (and the rest of the BDAc team) for keeping BDA alive, @SpannerMonkey(smce) for Spanner's Boomsticks and for general awesomeness and also for hosting battles.
  9. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  10. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  11. My F-22 design, dubbed the K-22. Uses QuizTech, NKD, BDA. Pretty maneuverable, for its ridiculous count of missiles. (Would post a picture, but screenshot isn't working lately) Looks Bad*ss, didn't put the JDAMS on because it would look bad, and make the plane impossible to maneuver. DOWNLOAD: https://www.dropbox.com/s/zdnruuymhtqygow/K-22.craft?dl=0
  12. I have installed BD armory correctly and when I land a plane I cant go to space center when I click it would do nothing can someone help.
  13. I ask that all who post in this thread to please keep your posts directly related to this challenge and try to avoid frivolous and unrelated content ... Thank you NOTE: If you compete in this challenge you are eligible to compete in Level 2 which you can find HERE I've manually flown a single military cargo plane outfitted to defend itself to the KSC Island Airport. The mission is to take out the plane and it's defenses Due to the missiles being amazingly accurate in the latest BD Armoury I am not using them in defense of the Island Airport ... Guns only on my end and anything goes on yours although YOUR CRAFT MUST BE ABLE TO LAUNCH UNDER AI CONTROL RULES: - 1 craft only but outfit it any way you want, however you may use a maximum of 100 parts. - You must upload your craft to somewhere I can download it from (Google Drive for example) - You may also upload a custom flag for your craft that will be used during recording otherwise I will use a bulls eye - NO MODS OTHER THAN BD ARMORY ... BD Armoury 0.10.3 is required - You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' (Toggle Guard Mode and Toggle AI Pilot respectively) - Your craft is designated as Team A - YOUR CRAFT MUST BE ABLE TO LAUNCH UNDER AI CONTROL NOTE: The BDA Wiki is located HERE I will record each craft attempting to take out the plane and it's defenses on the island and post the video's on YouTube with the potential to do live streams of the competition in the future NOTE: The cargo plane will remain in the same position and can target anything, however the mobile turrets will be re-positioned for the competition as well as being set to only target missiles ... The defenses will remain in the same configuration for the duration of this thread Sample video can be found HERE The attack vector used for each contestant will roughly be the same as in the sample video above. Essentially I will manually pilot your craft (on a direct trajectory to the Island Airport from the KSC at roughly 1000 m altitude) to around 4.8 km out from the cargo plane and it's defenses at which point I will activate the AI pilot and watch the beautiful disaster ensue whilst recording the carnage for prosperity ... 4.8 km is is being used so as to allow all crafts to load into physics as well preventing your craft from conducting a turn which could result in it flying out of range of it's targets SCOREBOARD (Time and Kill Count) DoctorDavinci w/ the DB-43 Manta GAU [SAMPLE VIDEO] - SasquatchM w/ the SM-Wyvern-Mk.4 ... KILL COUNT= TOTAL ANNIHILATION ... TIME= 0:07:17 [video] - SasquatchM w/ the Wyvern Mk3 ... KILL COUNT= 2 ... TIME= 0:13:21 [video] - stickman939 w/ the Xerox X2 11 ... KILL COUNT= 1 ... TIME= 0:03:17 [video] - SpaceplaneAddict w/ the Addiction Aerospace Peacekeeper Mk2 ... KILL COUNT= 1 ... TIME= 0:03:32 [video] - SpaceplaneAddict w/ the Addiction Aerospace Peacekeeper ... KILL COUNT= 0 ... TIME= 0:04:23 [video] - GDJ w/ the Hornet 2 ... KILL COUNT= 0 ... TIME= 0:04:59 [video] - -
  14. The Kerbal Alliance military, in their infinite wisdom, has decided to open yet another competition for the best BDArmory fighter design on the planet, disregarding the fact that the entire planet has been at peace for decades. Entrants are restricted, but barely, by what’s noted down in appendix one. Since the Kerbal Alliance is not a terribly pro-active organization, they’re probably never going to get around to determining the winner, so the competition is running in a “beat the best” format with challengers going up one-on-one against whatever beat the last champion, with both designs controlled by the idiot AI that took over the control tower last week. Competitions will be broadcast via the state-approved TV channels when Real Housekerbs isn’t on. APPENDIX ONE: DESIGN RESTRICTIONS 1a: You MUST USE FAR, BDArmory,and Dynamic Deflection. Dissenters will be processed into delicious snacks. 1b: Other Allowed Mods List: Adjustable Landing Gear, B9 Procedural Wings, Procedural Parts, and any visual/audio mods you want. In fact, if you can record at a respectable framerate while using visual mods, please submit your rig to the Kerbal Alliance for usage in recording the dogfights, in return for the Alliance’s everlasting gratitude. 1c: Entrants are limited to using a single 20mm hidden Vulcan for the guns, as per KOSPAR regulations. 1d: Entrants are limited to a maximum missile count of ten, none of which can be PAC-3s, and all of which must be faced forwards. We don’t want a repeat of the Monkey Flight incident. 1e: Entrants shall program their AI autopilots to a minimum altitude of 1400, default altitude of 2000, and maximum speed of 400. All other settings are up for grabs, but AI settings resulting in unstable flight will be glared at disapprovingly. If you can’t get the slider to exactly the stated settings, “close enough” is good enough. 1f: Entrants shall limit their engine choices to one of the following: up to four Junos, up to two J-33s, up to two Panthers, one turbo-ramjet limited to 50% of throttle. Any fighters using other engines will be laughed off. 1g: Entrants may use one ECM pod, two chaff dispensers, and two flare dispensers, and are limited to one forward-facing radar array [required for entry]. 1h: Manned fighters only. The Kerbal Alliance is still not comfortable with the moral ramifications of automated killing machines, especially when they’re using probe cores developed last Tuesday. Video of first "match" because I can't find the YouTube embed button on this new forum interface Download the F-12 now to get started!
  15. 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] - - -
  16. Here's my F-16 (.3) built for BD Armory Download: File-Upload.net Required Mods: - BD Armory - BD Landing Gear - Procedural Wings Features: - Flaps - Air Breakes - Chaff / Flair
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