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  1. 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.
  2. 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!
  3. 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)
  4. 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idea where I got it from) Eskandare_Heavy_Industries [CVX (Only having problems with launch)] ExtraplanetaryLaunchpads (Out of date) Firespitter (Not my favorite, pretty janky if you ask me) JSI [RasterPropMontiter (I guess it's working)] KAS (Haven't figured out how to really use it yet,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).
  5. "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.
  6. 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!
  7. 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!
  8. 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
  9. 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.
  10. 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] - -
  11. 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!
  12. 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] - - -
  13. 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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