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  1. The grand jewel army forces are in need of modernization so we are now recruiting officers to test and develop weapons. pick a branch(below) to build for. be creative! there are a few rules such as: 1. keep it relatively low part count. 2.no copying designs 3. space branch needs no launchers to get into space ___________________________________________________________________________________________ Branches Space this branch builds ships to fight in space stock only Sea this branch builds ships to fight in the sea BDA permitted Air this branch builds aircraft to fight in the air BDA and airplane plus permitted _________________________________________________________________ I will judge these aircraft versus : other submissions , my craft, and compare maneuverability between aircraft (land support may come soon) Aircraft that have passed @Bottle Rocketeer 500's KS-99SP https://kerbalx.com/BottleRocketeer500/KS-99SP has been approved for high ranking personnel transport however the sparrow is preferred the sparrow by @lapis (me ) not biased but is just easier to handle than the KS99SP https://kerbalx.com/lapis_space_program/Sparrow @TheFlyingKerman's https://kerbalx.com/TheFlyingKerman/LKA-1CIII an exellent recon aircraft.
  2. PLEASE BE ADVISED THAT I WILL NO LONGER BE MAINTAINING THIS THREAD ... [snip by moderator], I'M DONE 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 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 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 BDAc Release Notes: BDAc Development Notes: BDAc Family Mod links: Videos: BD Armory Continued was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. This mod is now being maintained in BahamutoD's absence by Joe Korinek (Papa_Joe) and 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
  3. This is a Fictional Warrior Class Strike Craft based off the South African Navy, SAS Makhanda. Some credit to RixKillian for the Cleveland-Class Light Cruiser that I built off of. https://kerbalx.com/BuxtonHouse/SAS-Tortouga
  4. This is my collection of tanks and other armored ground vehicles. Challenger 2 Jagdpanzer IV M16 MGMC Halftrack AA M16 MGMC Halftrack AA - STOCK Challenger 2 https://kerbalx.com/BuxtonHouse/Challenger-2A1 Jagdpanzer IV https://kerbalx.com/BuxtonHouse/Jagdpanzer-IV M16 MGMC Halftrack AA https://kerbalx.com/BuxtonHouse/M16-MGMC M16 MGMC Halftrack AA - STOCK https://kerbalx.com/BuxtonHouse/M16-MGMC-Stock
  5. this is a new BDA Dogfighter thread. you can host a new section if you want but you have to do the dogfighting and you have to post the video here. @MiffedStarfish is hosting a stock+BDA only section soon and i am doing one with a couple of mods. but for mine, you can have up to 2 fighter jets,1 Bomber, and 1 ground base(You don't have to use bombers or ground bases if don't want to)my brother @dundun92 will be doing a couple more dogfights in his modern fighter jet challenge before he stops. Rules for mine: These rules apply for the modern category(except there are no ground bases or bombers) i am copying rules from the modern fighter jet challenge. Ground bases are not included in these rules(you can build your ground base any way you want) Required Mods RBDA(for those who aren't familiar, it is a branch of bda by @jrodriguez. 1.2.2 version here You can build with regular BDA, but dogfights for mine are conducted with RBDA. Allowed Mods AirplanePlus Vens Stock part revamp Tweakscale If you dont use BDA, just ask me. I'll put on the missiles, radar, cannon, and AI and weapon manager for you. You have to use the the 20mm 6000rpm Vulcan cannon. You may use FAR but I will dogfight them without it. LeaderBoard: My Category: LeaderBoard: The modern category: 1. @NotAnAimbots PLFP-II 2. @53miner53s fighter 3 3. @dundun93s ASW X-18M 4. @MiffedStarfishes F-18
  6. So, I was messing around for the Naval Battles! (Defeat other player ships) Challenge (its awesome, check it out) and I built a space battleship but couldn't find a place to put it. So this happened! Rules: Stock Battles: Start battles at about 5km distance in Kerbin orbit, combat is turn based with each ship in a fleet getting a turn in a Team A1-B1-A2-B2-A3-B3 fashion. NO INFINITE FUEL/ELECTRICITY!!! BDA battles: to be added, though it seems that high Gilly orbit should work
  7. HP and Armor Editor for BD Armory v1.1 I now present for your approval the preliminary release of the standalone HP and Armor Editor for BD Armory Continued v1.1 Edit by part type in the SPH/VAB - All Parts, Command, Wings, Control Surfaces, Fuel Tanks and Ship Hull Still a few glitches such as having to click the Save Armor button twice to save the number entered if setting the armor above 500 (this is due to the HP and Armor auto-calculations in BDAc) as well as Engines, De-couplers and Launch Clamps are excluded from editing due to the code in BDAc that causes degradation of performance on any part that has an engine module or de-coupler module as it takes damage INCORPORATED INTO DCK FUTURETECH
  8. The is the Open Beta for the next release of BDArmory Continued. This next release (version 1.1) will be a complete refactor of the damage model, ballistics and explosive force calculations. Our goal was to model realistic values for ballistics, bullet penetration explosive damage and force. All formulas used to calculate these values are based on real world values and physics formulas with balancing to account for game play. Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0 Fixes Too many to list - see this tag in get for issues being corrected and comprehensive lists : https://github.com/PapaJoesSoup/BDArmory/labels/Fix Pending Release New Features Main issue tracking changes : https://github.com/PapaJoesSoup/BDArmory/issues/307 Damage is no longer tied to heat or temperature of the part, a completely new "Hitpoint" health system has been created. By default all parts will have their Maximum Hitpoints calculated based on part area and density Documentation : https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.1-Hitpoints-&-Armor For Modders: you can override these values by using the following in your part config or MM patches MODULE { name = HitpointTracker ArmorThickness = 120 maxHitPoints = 100000 ExplodeMode = Never } Example baseline values for balancing : 10,0000 hitpoints for Tank Hulls, 100,000 hitpoints for larger boat hulls. Armor The Armor and penetration system has been completely redone, no longer needing custom layers or parts. All parts will have a default value of 10 "Armor" units to approximate default thickness of metal composed of the part. Armor can be changed in the VAB or by the same method above with a MM patch. Any part can have Armor if you choose, allowing for more flexibility. There will still be dedicated Armor panel parts for those who choose a different build path. Armor will stop bullets and limit damage depending on the amount present and bullet mass and velocity Bullets Documentation https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration Bullet configurations now have real world values for caliber and mass. Ballistic coefficients are calculated in code based on these values for a more accurate drag model Most damage values for weapons have all been moved to the bullet configurations. This will now make weapons more consistent with same ammunition. BULLET { name = 30x173HEBullet caliber = 30 bulletVelocity = 1180 bulletMass = 0.3880 //HE Bullet Values explosive = True tntMass = 0.3104 blastPower = 2 //deprecated, use tntMass, left in for legacy support blastHeat = 3.7 //deprecated, use tntMass, left in for legacy support blastRadius = 2.5 //deprecated, use tntMass, left in for legacy support apBulletMod = 3 //not yet implemented bulletDragTypeName = AnalyticEstimate } Weapon Configurations All damage values are now calculated from the bullet configuration. All other value are deprecated. ammoName and bulletType are required MODULE { name = ModuleWeapon .... ammoName = 30x173Ammo bulletType = 30x173Bullet .... Decal Bullet Hits Bullet strikes currently have two sizes for (90mm below / above) This is a very early feature and has much work left to be done (i.e. mapping bullet decals to curved surfaces properly) Explosive Damage @jrodriguez to provide more details on the changes of the explosive detonation code New value of tntMass is replacing all other values for explosive in bullet configuration. For Missiles the following will need to be added, where tntMass should be the approximate real world value of explosive mass the missile contains. MODULE { name = BDExplosivePart tntMass = 27.15 } Compatible Mods SpannerMonkey has graciously allowed me distribute his pre-release updates that are compatible with the Open Beta. Please do not comment on any other thread but here about issues with these parts. Feedback should be provided here in relation to BDA testing only. Do not merge any of these , complete re-installs SMIndustries : https://github.com/SpannerMonkey/SM-Marine/releases/tag/v0.9.9.0 https://github.com/SpannerMonkey/SM_Armory/releases/tag/v0.99.90.10 https://github.com/SpannerMonkey/SM_AFVs/releases/tag/v0.9.1.99 https://github.com/SpannerMonkey/SMI_MissilesLaunchers/releases/tag/v0.1.1.0-beta https://github.com/SpannerMonkey/SM_OSTandT/releases/tag/V0.1.1.0-beta https://github.com/SpannerMonkey/SM_Stryker-Aerospace-and-Armory/releases/tag/v1.1.20-beta https://github.com/SpannerMonkey/Large-Boat-Parts-/releases/tag/V3.9.3-beta Malfunc Weapons : https://www.dropbox.com/s/yf41npj2kuual9j/MalFunc Industries BBDA dev ready SM version 1.zip?dl=0 HullBreach Compatible with SM Mods : https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach.0.1.6.2_12022017.zip?dl=0 Thanks Test / QA Crew borrowed from @SpannerMonkey(smce) @Azimech @TheKurgan @Wrench Head @XOC2008 Other QA and Mod Makers : @Acea @lancefoxcia @harpwner The Standard Warnings and Notes Use at your own risk, this is a beta build an will have issues. We recommend you test in an isolated copy of KSP. It is possible you could corrupt craft or saves, no guarantees. Always completely delete / replace the entire BDArmory directory Delete your partDatabase.cfg & ModuleManager.ConfigCache before loading if updating the new build Module manager is required New / Daily builds will be posted at https://github.com/PapaJoesSoup/BDArmory/releases We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog Boring demo Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0
  9. For about a year now I've been looking a mod to give space ship/fighters "combat AI" to move ships around, turn guns to face and to dodge incoming fire. Are there any fighter/ship AIs out yet for use with BDA these days?
  10. Who wants to play a game of Kerbal war? STATUS: OPEN! TO DO: Update map, add some rules, update launch site spreadsheet General -All launch sites are based around the sea to the west of the KSC. So I've put together a modlist for KSP 1.3.1 with the following mods: Rules and Map Can all be found here. How to play 1) Message me that you would like to participate -If I acknowledge your message then continue. 2) Download the "Actuallywar" save in the folder KSPWAR/Saves/INITIAL-CAZON-1/ 3) Read over the rules while the world downloads 4) Once you've completed reading the rules and asking any questions I'll send a link with some custom configs for some mods. 5) I've already placed troops at my bases, you may start your initial phase and move on to your first turn. 6) When you've finished your first turn upload the save to the KSPWAR/Saves/ and name it PlayerName-TurnName and we'll go back and forth passing saves from there.
  11. My ships! coming soon Cleared all of the craft out. due to KSp updates, Will start adding some back soon
  12. Alright, here is the second Modern Fighter Jet Challenge! Now with MOAR REALISM! REQUIRED ADDONS BDArmory 1.0.0 Ferram Aerospace Research(FAR) Advanced Jet Engine(AJE) Kerbal Weapons System (KWS) Dynamic Deflection ALLOWED ADDONS B9 Procedural Wings. DCK Camo AirplanePlus Tweakscale RULES: Engines: Structural/Aerodynamic: Weapons rules. AI limits: General rules No space-grade parts(RCS, reaction wheels, RAPIERS, oxidiser tanks, Radiators, heat shields, etc) RTG's are allowed. No drones No Sci-Fi planes No armor. No unreasonable part clipping. *For those who don't want to have BDA, AJE, or FAR installed* I will put BDA weapons on your craft for you. For FAR, if I can fly properly in FAR (last times second place plane was originally stock, it happened to work in FAR) I will take it. Since the only real user-noticable change In AJE is reduced thrust by about half, I will remove fuel to the minimum for your airplanes class, unless you want otherwise. I will try to keep the CG in the same location. LEADERBOARD: 1. 2. 3. 4.
  13. I've been working on tanks lately, and I thought that, hey, what if you could flip a tank with another tank's cannon? Rules: 1. The tank that you are flipping needs to survive with no or minimal damage 2. Both vehicles need to have 6 (at a minimum) wheels 3. Both tanks must have a cannon weapon (not a high powered gun) 4. Weapons MUST be from BDArmory 5. The tank to be flipped MUST be upside down or on its side, not just a little hop. Have fun and post the results in the comments!
  14. Since the other challenge has shaped up a bit, entries are now closed discouraged. No point cluttering the forums with multiple threads doing the same. Short form rules - 3v3, best of 3, KotH. BDA+stock, no turrets, max 6 missiles, max 75 (experimentally raised to 80) parts, must be kerballed + Wheaton's law. Long form rules: Current King of the Hill: @NotAnAimbot's MBL F-25BN2 Fencer Battle history: @NotAnAimbot MDL F-25BK Fencer vs @Andetch's ADX G-Type Snubnose - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @exbyde's Berkut-II - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @drtricky's F-42 Invader - 0 - 2 @drtricky's F-42 Invader vs @dundun92's F-10 Striker - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-34 Bullet - 2 - 0 @drtricky's F-42 Invader vs @dundun92's F-1100 - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-60 Super Eagle - 1 - 0 @drtricky's F-42 Invader vs @NotAnAimbot's MBL F-25BN2 Fencer - 0 - 2 @NotAnAimbot's MBL F-25BN2 Fencer vs @Kukler's SU-39 Ripper-C - 2 - 0
  15. Em mods so don’t know if this is in the right section so just move it to whare it should be thanks! MAP: the orange and purple have parts hidden for some reason-not finished still being changed (The red and yellow are already taken, gray orange pink and Wight are non players with very few defences) So me and some other peaple are planing a war series with BDA and some other mods and we need two other players to join and take control of one country. The war won’t start until after Christmas or sometime around that but it will have lots of mods and probably will be very pc intensive. MOD LIST game version 1.2.2 or 1.3 still working on it You need to think of a name and flag for your country and a bit of backstory coment if interested
  16. Hi. I got a question, when i start battle (with bda mod) My planes are always using only missles, no turrets, and i dont know why becouse i think i did everything in action menu. Please help PS. Im form Poland sorry for my bad English
  17. I made a spitfire with airplanes plus, and BD armory
  18. Some early Russian missiles for your extra BDA weapons, including: AA-2 (USSR P-3c missile), AA-4, and two Pitot tubes (it make your jet more like a jet) if you dislike USSR weapons, you could give this missile to your AI enemies; if you like them, enjoy it! https://spacedock.info/mod/1556/Maimico‘s Military part Pack License: MIT Sorry for my broken English.
  19. Inter's Bombing Challenge This challenge is now live! There is no definitive end date and there is no scoring/ranking system, so feel free to give it a whack whenever you feel up to this type of challenge. The general idea of the challenge is to use the BDArmory mod weaponry to attack ground targets at designated locations in an assortment of nine scenarios. Most targets are weapon systems that will shoot back at you, hence the challenge. --Rules-- The rules are very extensive and far too verbose for me to put into this post. Please follow these links to the videos I have made which cover all of the rules. You will need to abide by all of them or else risk being disqualified. Furthermore, the files you will need in order to play this challenge are listed as links in these videos' Descriptions. Rule set #1 "How to Play" https://youtu.be/yUua-qlN4yE Rule set #2 "Rules of Engagement" https://youtu.be/iwgPj3oAzTE Rule set #3 "Intelligence Brief" <https://youtu.be/6IqNV0inBrQ --Winners-- Since there will be no "first place" or "best contestant", what we are instead competing for is Bragging Rights! The following is a list of some of the bragging rights I conceived off the top of my head. I hope this thread's discussion will see additional bragging rights proposed and competed for! fastest aircraft slowest aircraft lightest aircraft heaviest aircraft longest fuel range least amount of fuel spent biggest payload space most munitions carried cheapest armament all guns, baby! strafing attacks only! most received damage without dying ghost assassin (no retaliation) precision strikes carpet bombing longest kill closest kill fastest mission time fewest munitions spent most unlikely-to-succeed craft torpedo Deep Sixer award wingman mastermind brutality / overkill missile dodging exemplary jamming & countermeasures night mode (do the attempts at night) --Conduct-- I hope I don't need to state the obvious but please be polite, be open-minded, be encouraging, be enthusiastic, and do not cheat. Unpleasant people will not be welcome to have a voice in this thread. Thank you.
  20. I cant think of another game where you can build your own aircraft or even spacecraft with great physics accuracy and have the potential to fight them. Sadly there hasn't been a mod that allowed compatibility between Dark Multi Player and BDA since 1.05. Here is the link to that mod if you don't know what I mean: Wouldn't it be great to have somewhat proper dogfights with aircraft you built in KSP? I'm not a programmer or know much about servers, but it seems to me that the people capable of making a mod like this for 1.3 just don't know that this is a possibility. Is somebody working on this or something similar? Does anybody plan working on this? Can or will it be a thing?
  21. So I've tweaked the airframe of my old F-2 fighter even more, and came up with this one. It's kind of a "re-do" of my F-4 Cobra, which was supposed to be the Su-27 equivalent to my F-2 Predator, which was built for close range engagements similar to the MiG-29. I've added more lifting surface and rebuilt the wings entirely, in addition to clipping a second pair of Panthers to keep reasonable performance for the added weight. Like the real Su-27, this thing is pretty massive, weighing in at 30 tons at full combat and fuel load, like the real deal. However, it's not meant to be an exact replica, and is smaller at 17m length and 11m width, although it does give off a Su-27 feel. Its main role is air superiority, and, unlike the F-2 and F-4, is a dedicated fighter without any dedicated multirole function. Estimated internal range is a little bit above 2000 km at 8700 m altitude and 250 m/s cruise speed, which can be upgraded with drop tanks, although you would have to remove the ECM pods or some armament to save weight. Maximum speed, which is of about Mach 2.5 at full throttle and half tank, is rarely used since it uses the fuel very quickly and reduces range by half. I'm currently trying to develop an interceptor version of this which would use ramjets allowing it to operate at these speeds efficiently, but my F-6 fills that role quite well for now. With ECM pods, countermeasures and sufficient armament, the F-8 can fare pretty well in a BDA AI match against other "aesthetic" fighters, but it's not really a dedicated competition fighter so don't expect too much out of it. Armament is of 8 AIM-120 and four AIM-9 in addition to two M61 Vulcan cannons. Countermeasures are three chaff and three flare pods mounted in the vertical stabilizer. Be careful when flying it, since the controls are very sensible and can easily flip the plane if you smash the S key too much at high speeds. The following image gives a good idea of what the F-8 is capable of. Notice the jet trails. While it's not as crazy as the F-2F+, the turn rate is pretty good for a plane this big. To make high speed flying easier, you can disable pitch control on the canards. Action groups: Fire weapons (Modded version only) Switch weapons (Modded version only) Toggle afterburner Download links: Stock version: https://www.dropbox.com/s/axdmgij7qtwledk/MDL F-8 Thunder STOCK.craft?dl=0 BDA version: https://www.dropbox.com/s/91jy32mahwg6zsr/MDL F-8 Thunder.craft?dl=0 KerbalX page: https://kerbalx.com/NotAnAimbot/MDL-F-8-Thunder
  22. Version: KSP OSX 1.3 (Uncertain if 32bit or 64 bit) Mod List: Like some other reports, KSP is about at the end of the loading, when it crashes. A few mods seem to cause this, and a few examples seem to include BDArmory (but not Baha Turret), SM Armory (with SM Industries), and Modular Kolonization System (MKS). The above are the mods that DO seem to work, though adding any of the ones I just listed makes the game crash. I assume it isn't related to memory, because if I remove a big folder like the BoulderCo from Andromeda: Daydream and add BDA, it still crashes. Link to the Player.log
  23. So I can change very basic stuff in BDA but I was wondering how to get it so that a part fires say 8 shots then needs to reaload. The reaload will be it cooling down from over heating but I'm new to configure files and if someone could help I'd really appreciate it. thanks in advance for your help
  24. There was a jet fighter tournament by Jolly Rogers on Youtube a couple of days back. I sent in a fighter to compete, but I wasn't satisfied with it and went back building what I thought would be the best Jet Fighter possible, combing high speed, heavy armor and massive firepower, and here's the result. https://kerbal.curseforge.com/projects/ultimate-jet-fighter-p-1187-super-dreadnought or https://kerbalx.com/goduranus/P-1187-Super-Dreadnought It's the best configuration possible, and should defeat any other design when numerically evenly matched. Would anyone like to take up a challenge to prove me wrong?It is built on rules of TAPE's jet fighter showdown and Jolly Roger's plane fight club, so Stock + BDA Parts and no turrets. STATS Max Speed: 780m/s in level flight Max Ferry Range: ~4000 km(circumnavigates Kerbin without drop tanks) Maximum maneuverability: 75Gs Armaments: Dual GAU-8, 8 x AIM-120 ARMAAMs Armor: Resists 1-second burst of Vulcan or Browning at 1000m Dry Mass: 18 tons Maximum Payload: 20+ tons.
  25. Posting this new thread since the OP on the original one didn't put any rules. KSC has been put under siege, and it's your job to liberate it... and occupy it yourself! The challenge's goal is to destroy enemy defenses on the KSC. A module or attacking vehicle is defined as destroyed when it cannot harm any attacking vehicle by either having no weapon, ammo or cannot get close enough to attack. You can achieve this by using up to three vehicles in as many waves as you want. You can airdrop vehicles from planes, and the order and time when the vehicles are deployed is entirely up to you. Planes or any vehicle relying on fixed surfaces for lift must start 20 km away from the KSC, and any other vehicle has to spawn 5 km away. Each craft has a maximum of 16 weapons, of which 5 at most can be firearms, 2 "main", and 3 "coaxial". The "coaxial" weapons must have a smaller caliber than the "main" ones. The coaxial weapons cannot be any "major" turret. Turrets considered major are the three Goalkeepers, Oerlikon, Vulcan turret, 105mm howitzer and 120mm M1 turret. This rule is to prevent gun spam as a way of dealing quickly with defenses. Since Hydra and SKOM pods have lots of missiles, each pod will count as 2 weapons. Since this challenge is about a tactical attack, indirect fire weapons, lasers, guided missiles other than BDA's, the two cruise missiles and any plane with a bomb load over 7000 kg are forbidden for both attack and defense. Banned weapons: AGM-86C cruise missile RBS-15 cruise missile USAF airborne laser Hydra-70 turret Any guided craft fitted with any BDA explosive/weapon that is designed to be crashed into the ground or near targets. This means no "stock" cruise missiles or kamikaze plane/tanks. Unguided small explosive warhead rockets are permitted. The goal is to have a Kerbal plant a flag ontop of the VAB. If it's destroyed, the attacker suffers a penalty for damaging useful structures and must plant a flag on the flagpole place. If all three vehicles are put out of combat (, the attacker loses. If he succeeds, he must publish proof in the form of a video. Victory can only be achieved if all defenses are put out of combat as by the definition. You must keep the KSC as intact as possible. Here are penalties for destroying some structures: Spaceplane hangar or VAB: Cannot have any missiles in defense system Research center or tracking station: Cannot have any radar or targeting systems in defenses The winner gets three days to build his own defense system, and shares the persistent file for us to repeat. The defense system has a maximum of 5 separate crafts. Are you ready for war? KSC file https://www.dropbox.com/s/gimb8vz1pmdoblj/KSC Defense MostExcellent.zip?dl=0 Use the current KSC Current King of KSC @MostExcellent Former kings of KSC @jrodriguez defeated by notanaimbot https://www.youtube.com/watch?v=juDMQsC9QXQ @NotAnAimbot, defeated by jrodriguez https://www.youtube.com/watch?v=gT8FqnUozbk and mostexcellent https://www.youtube.com/watch?v=O4X1HUkoZRg Allowed and required mods BDA continued Vessel mover For moving your crafts from the KSC to the spawn points. Any mod that does not add parts other than BDA, not including its extensions and that does not affect physical gameplay. No, I will not allow BDA's weapon extensions, since I want to keep this simple for the maximum number of people to enjoy.
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