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  1. Hey all, first off, I apologize if I've posted this in the wrong forum. It seemed like the best place to me. I am playing around with BD Armory in career mode with the 5dim pack. I've built a nice little low tech floating weapons platform with a Mk1 Pod, an RT-10 solid booster, Mk16 chute + four Mk2R radials, and landing legs. At this point in the tech tree, I only have the chain gun unlocked, so that's all I can use for the first training mission, which consists of a bunch of unarmed, unmoving targets to the north of the runway. Since I can barely fly planes, I figured I'd just put guns on a slowly falling platform and shoot down at the targets. So I put four chain guns facing downward on the sides of the RT-10, as well as eight boxes of 30mm rounds. My contraption flies up to about 5,000m, then floats back down at around 6m/s (which reduces to more like 4m/s once I use up all the ammo). After it reaches full chute deployment (5k), I arm the weapons and the mouse becomes that nice litte targeting thing. I also see four littler targeting things that try to follow the mouse, which I assume are the aimpoints for the guns. Everything works perfectly! Except that I can't hit a damn thing. I'm visually impaired, but I have enough vision that I can easily put the targeting circle on the selected target (it has a little box around it). I will let myself drift down to 2.5km and open fire for two minutes or so, but nothing goes boom. BTW, the recoil of the guns slows my decent rate quite a bit and, to a much smaller extent, pushes me away from the target. This drift is the only thing I can think of that must be throwing off the aim enough to prevent any hits. I just don't understand how I can pour two minutes worth of 30mm explosive rounds at an unarmored target and not even scratch it. Am I just too far away? I can't seem to find a range number for the chain gun, or for many BD Armory guns actually. It is range? Is it my poor aiming skills? Or is it the recoil on a light vehicle suspended under chutes thowing off the aim? Is this vehicle just a really dumb idea? Thanks!
  2. I'm pretty sure I installed it correctly, it just doesn't work though, the actual group that has the parts in it does not show up. Help please.
  3. I've updated to 1.2 and for some reason the physics behind bdarmory have changed, back in 1.1 they seemed to work fine. I'm having issues with KSP/squad parts not absorbing damage properly. I built a tank out of structural panels and changed the file on the structural panels to have a higher damage protection rating. The problem is, bd armory is shooting (even with very weak guns) straight through the structural panels and completely killing the inside of the tank with 1 shot while leaving the outside in slightly damaged condition. This was never an issue in previous versions, the other versions seemed much more realistic.
  4. First of all, I'd like to thank @ghostbuzzer7 very much for giving me an idea with his tank drive. The wheels and their mechanism are entirely based on his works, and he should get credit for that amazing idea. After seeing his Strv 103 tank on this thread, I had the idea to upscale the mechanism for an actual modded tank with more armor, for @HatBat's military series. It took me quite a while to get it right, but I found that, by removing friction on all but the three center wheels, the tank could spin easier than if all wheels were used. Below is a video demonstrating the rotation capability. Sorry for the low FPS, I'm literally running on a computer weaker than some of the newer smart phones. Of course, this vehicle requires BDArmory continued. I've used KER in my game, but it's not required. Also note that, like in the ghostbuzzer's Strv, the W and S key do not move the vehicle forwards. W turns the tank left, and S right. You can still use A and D for steering at higher speeds. As seen in the video, the turning mechanism sometimes bugs out and makes the vehicle stop. You can fix that by turning in the other direction, and then back into the desired one. Armament is composed of a single M1 turret coupled with a twin 12.7mm machine gun mounted ontop. Since the wheels can only be used for rotation, forward and reverse are controlled by the throttle and by reversing thrust from the engine. Maximum speed is around 30-35 m/s. Bindings: Fire weapon Next weapon Toggle engine reverse speed Nothing Toggle solar panels And yes, the almighty Download
  5. Wiplash One The Wiplash one is a craft designed by me, made by me and tested by me If there's any sign of similarity to real planes i'ts purely coincidential Note, this craft requires the following mods to function: - B9 Aerospace - BDArmory - Tweakscale - Procedural Dynamics Description: the Wiplash One is the first jet in a possible series of fast jets witch will include: Supersonic cargo planes, Supersonic Bombers, Supersonic UAV's (possibly CAS uav's) It has Exquisite handling and acceleration, an overwhelming max speed of over 1100 m/s (anything above might cause the jet engines to overheat), and a very good minimal speed of a mere 70 m/s It is equipped with- 2x AGM-65 Maverick missiles for bigger / grouped together targets - 6x AGM-114 for separate targets Specs: Weight = 24,455 t Partcount (including weaponry) = 51 Height (gears out) = 3.8m Length = 14.1m Wingspan (including wingtip mounted AGM's) = 15.6m Pro's and Con's: Pro's: - very fast - Great handeling - well placed FLIR targeting system - also supports radar guided missiles if you prefer them - very stable - extremely easily to get out of stalls or flatspins (which counters the 2nd con) Con's: - Hard to slow down (even with airbrakes) - Flips over easily when using pitch in wet engine mode - hatch is obstructed Finally, the download: https://drive.google.com/file/d/0B1wfTbFe6Vy3TFRCUFUtTDZKV3c/view?usp=sharing Feel free to edit this jet to your liking or use it for inspiration for your own design If you have questions or ideas for the next jet in the Wiplash series please contact me at: [email protected] Some Screenshots: http://imgur.com/gallery/HxhF8
  6. Greetings! This is a showcase of all the various aircraft designs that Genesis Industries has come up with. Inter-Continental Ballistic Missile [ZEUS]: A converted MinuteMan III (MMIII) missile that has been retrofitted with a single 25 MT warhead as opposed to 8 of 350 KT warheads. The single warhead re-enters at 2200 m/s and impacts at near 1700 m/s without the aero brakes being engaged. Should the optional brakes be engaged, the warhead will slow down tremendously, use with caution. Inter-Planetary Ballistic Missile [MM-III]: A converted Minmus Rocket carrying 8 Nuclear warheads to targets not exceeding Duna. (Unless Scott Manley). Designed with automatic guidance for warheads. Simply assign one a GPS and fire, and continue doing so or all at once on one target. Warheads will only strike their assigned targets if the descent trajectory is within 5km of the target. (Blast radius about 800m).
  7. DOWNLOADS: https://www.dropbox.com/sh/hyuxq42y9swbbbo/AADJHDa6AfC-ciMq6guVeQ3la?dl=0 After a long concept-art binge a short while ago, I decided to create a pack of custom-designed fighter jets (stills from Ace Combat Infinity/7 were a major inspiration). The goal was to have each individual design (both in stock and with a weaponized BDA version) be not only highly functional, but also look spectacular in terms of aesthetics. I feel that I've managed to accomplish this goal. All the jets come in stock and BDArmory versions, though I will say that my loadouts are likely sub-par for the BDA ones (I advise you re-arm them to suit your preferences in that regard). Every jet has these common Action Groups (the BDA versions have extra ones, and the Ronin has AG 3 bound to open/close the cockpit): Toggles engines on/off Toggles afterburners on/off Without further ado, here's the 4 aircraft contained in this pack (which is accessible via the dropbox folder linked above): // ATS-F MK-001 Shiva /// A 2-seat Heavy Fighter/Interceptor (can be used as a Fighter/Bomber as well) with a proven track record of victories in BDA testing. The Shiva's the only aircraft in the entire pack to have never been damaged in AI dogfight tests. // ATS-FX02 Ronin /// Apologies for the BDA text there. A fast, ultra-advanced air superiority fighter utilizing a unique custom cockpit design in which the pilot is encased in an armored shell and utilizes high-end glass cockpit/sensor fusion/VR tech to fly the jet normally. (To use, control via the MK2 drone core in the fuselage. To seat a pilot, take a kerbal to the cockpit, move your camera inside, locate the command chair and put him/her into it.) Features include supermaneuverability, top-notch aesthetics, a custom cockpit (that often will save the life of the pilot), and high performance overall. // ATS-FX03 Banshee /// A blazingly quick, lightning-fast fighter capable of reaching Mach 1+ straight off the runway. The Banshee also is extremely agile and features superb durability and combat performance. // ATS-K Polaris /// A small, quick light multirole fighter designed to be deployed in squadrons. Capable of carrying a mix of light air-to-air and air-to-ground weaponry, it is quite capable of holding its own in contested airspace. Enjoy!
  8. So... I've tried several things now and double-checked with other threads but I can't seem to get BDArmory to work for my life. I have a handful of other mods installed as well. My problem is that none of the parts are showing up at all in the SPH. When the game is loading, I see the game recognize that it is loading BDA parts, but they never show up. There is also no tab for the BDA control panel in the toolbar (a problem I have also encountered that prevents me from using vessel mover.) I've been dying on the inside, just itching to try out BDA, but I'm desperate enough now to post my question. Please help. -lococarl, over and out.
  9. i have done everything, so i get in the game it is as normal but when i use it it crashes. so can you fix it so i can ues it. version 1.1.3 and update bd amory so i can get the new ksp update
  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. 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!
  12. So I installed BD Armory on my ksp twice and both times it didn`t work... please I need some advice if y'all have any thoughts on how to fix my problem plz contact me
  13. I have installed mods, and I know where to put them, but It either doesn't do anything or it destroys the world when I launch things. I have a Mac and I bought KSP on steam and have watched so many videos of people using mods. The mod I wan't to work most is probably BDArmory Continued. When I try to launch anything the world glitches and I see a brown thing and the camera slowly goes deep into space. I really need help and I've tried for days. Sorry, I can't use screenshots (I can't use drag and drop, please help). Sorry for any inconveniences!
  14. AC/DC - Thunderstruck [KSP Edition] This is a cinematic I made during the summer because, well I got inspierd by the ''real life'' music video and thought to myself ''hey I can make that in Kerbal Space Program'' so I did. This is also the first Cinematic I've personaly managed get 100% done, I've tried to make one in the past but I lacked crativety at the time and it ended up never getting done. The video was a pain to make because of the 50+ mods i had installed at the time and recording on my laptop made the game frequently crash all the time, but hey it was woth it in the end I guess. Hope you enjoy(ed) the video. Craft Downloads I personaly made all the crafts in the video and they are all downloadable here (some of the crafts may not actually worke properly read README in the download for more info) Mods used: BDArmory Camera Tools Firespitter Kerbin Side Magic Smoke Industries Infernal Robotics Raster Prop Monitor Scatterer TweakScale Vessle Mover North Kerbin Weaponry Hull Camera VDS SXT - Lack's Stock Extension Procedural Wings
  15. Just finished up my project for today, a semi-detailed Su-27. Complete with radar and weapon systems, as well as accurate landing gear positions. Initially it had center-of-lift issues, as well as some crazy instability, but that's mostly been tweaked out. I used parts from a variety of mods here, such as B9 (for the engines and wingtips), and BDArmory for the weapon and radar systems. And, of course, I had to tweakscale various parts to get it to look decent. Real-life comparison
  16. N.A.N.A. Sinking About Warning this is a W.I.P Some things I made while testing out BDArmory (and boats). It's main functionality is adding sinking support, but does some more than that. If you don't need it just delete/edit the config files. What does it do?: Part Sinking Capability: Certain ship parts now have the resource "SeaWater". If the temperature of the part reaches a certain threshold and is in contact with water, it will start take on water, get heavier and eventually sink. On the other hand, if the part is not in contact with water, any SeaWater inside will leak out. If the temperature drops below the temperature threshold it will stop take on water. However, if a hull part connected to another hull part explodes the connected part will take on water permanently. Superstructure parts will start take on water if they come in contact with water. Sinking Alarm: Adds a Ship alarm module which can be found under the Utilities section (copy of the Barometer). If attached to the ship, it will warn you when your ship is damaged enough to taking on water, as well as give you a warning when you have armed a weapon. MK41 VLS Clipping Functionality: MK41 launchers from Malfunc Weaponry can be clipped into its parent part (e.g. the hull) without obstructing the missile inside. It also adds some fancy effects when launching. Note: The MK-49 launcher has to be attached to to the part it needs to clip through, I.e. the hull. Various fancy visual/sound effects are also added. Attachment Points For Vertical Launching: Adds attachment point for vertical launching for an assortment of missiles that I often use (also includes parts from other BDArmory mods if you have them). Large Boat Part Nerf: Nerfes parts in the Large Boat Parts mod. Warhead Switching: Adds warhead switching for several parts. Cargo bay automatic clearance disabler: RAM Launcher Turret from Malfunc Weaponry now has a built in clearance auto-disabler, for launching things that normally doesn't work. Missile Guidance Switching: Adds missile guidance switching for several parts. Flag: Adds the N.A.N.A. flag. Some details: More config files may come in the future as I play around with other parts. ChangeLog Required add-ons: BD Armory Module Manager Maritime Pack (not necessary if you are creating your own config files) Malfunc Weaponry (necessary if you want the MK41 launcher) Large Boat Parts (not necessary if you are creating your own config files) Download Or Download License: Reserved Source
  17. Hello. I've been looking for a contract mod that would enable me to get combat missions, with help of BDArmory. I saw the 5dim mod, it seems it is broken at the moment, so are there any other mods that do the same thing? Thanks in advance!
  18. Can some recommend me a best fighter aircraft you know for BDArmory? I want to test it against my own airplanes (i.e., dogfight, with both missiles and guns).
  19. Hello everyone, I have a problem with bdarmory. The problem is whenever i launch a craft on either to launchpad or runway the screen is all black. In addition to the screen being black, the altitude gauge is blank, the speed reads: "0.000000m/s", and the time reads the maximum time (999 years or something like that). My other mods are the B9 parts pack, adjustable landing gear, aviation lights, BD parts pack, better burn time, chatterer, firespitter, KER, KSP AVC, KW rocektry, spaceY heavy lifters and parts pack. Does anyone know how to fix this? Im on ubuntu 16.04 with 8gb ram, and ksp 1.1.3. -MadRussian42
  20. Big planes. Big guns. Big fun! This challenge shares the same matchmaking format of @inigma's ASC series of challenges, which is as follows: I will enter a single aircraft, which will be the King of the Hill, or KOTH. Competitors will design their own craft in order to compete against mine. If they succeed in taking my aircraft down 2 times (Best out of three) they gain the title of King. At the end of a season (9 fights), the player who beat the most other players as KOTH (The person who was the King for the longest amount of matches) wins a place in the Hall of Fame, and a free coupon at Jeb's Bar n Grill. Now, rules for craft design. Matches are either 2v2, 2v1, or 1v1. Please specify which your craft is. Upload all entries to KerbalX Current theme: SHFC #1: 1940-1950 Jet/Prop bombers Mods: BDarmory Aviator Arsenal KAX Craft specifications: 2 craft: -You may only use Aviator Arsenal weapons and the .50 cal weapons in BDarmory -2 Junos Maximum, all other jets are prohibited. -Each one must be heavier than 20 tons with fuel and ammo -55 parts max -Each one must carry no more than 4 guns -Each one must carry no more than 1 turret (Or self-aiming gun) -NO MISSILES! Hydra rockets are okay. -All stock parts are permitted, with the exception of reaction wheel modules and rockets. No RCS either. -Must look like a plane and fly properly with an AI module attached -Must be manned -NO LASERS 1 craft: -You may only use Aviator Arsenal weapons and the .50 cal weapons in BDarmory -3 Junos maximum, all other jets are prohibited. -Must be heavier than 35 tons -110 parts max -Must carry no more than 10 guns -Must carry no more than 2 turrets (Or self-aiming guns) -NO MISSILES! Hydra rockets are okay. -All stock parts are permitted, with the exception of reaction wheel modules and all rockets. No RCS either. -Must look like a plane and fly properly with an AI module attached -Must be manned -NO LASERS Current KOTH: TheOptimist (Not the real king) https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-Cheese-Wheel-MKI (2 craft) Current Roster: -drtricky https://kerbalx.com/drtricky/1F-38-Matador (2) - - - - - - - SHFC Winner: TBD
  21. Welcome to the ASC Dueling Arena! Tired of waiting for an official tournament slot to see how your fighter fares against others? Wait no more! Post either a duel challenge or a duel result: Open challenge: Make a post stating you want to open your fighter to challenge anyone Link your fighter in the post List any mods used. (You can upload your craft to KerbalX.com to have it do all of this for you). Post a dueling result: Make a post showing a picture or video of your fighter winning or losing against any other craft in this thread. Include a link to your fighter in your result post so your awesomeness can be confirmed by others. Duels are whatever you wish to setup (1v1, 2v2, 3v3, 2v4, etc). The idea is to show how you win, or lose, so in the crucible of combat dueling, you and others can improve combat aircraft designs. Who will post the first fighter requesting a duel?
  22. Hello everyone, I have a problem with bdarmory. The problem is whenever i launch a craft on either to launchpad or runway the screen is all black. In addition to the screen being black, the altitude gauge is blank, the speed reads: "0.000000m/s", and the time reads the maximum time (999 years or something like that). My other mods are the B9 parts pack, adjustable landing gear, aviation lights, BD parts pack, better burn time, chatterer, firespitter, KER, KSP AVC, KW rocektry, spaceY heavy lifters and parts pack. Does anyone know how to fix this? Im on ubuntu 16.04 with 8gb ram, and ksp 1.1.3. -MadRussian42
  23. Ever wanted a Biplane or Triplane in Ksp well i made them both. MODS REQUIRED : http://goo.gl/GPjfPF https://goo.gl/0UBnH4 DOWNLOAD : https://goo.gl/HiR Pictures : http://imgur.com/a/fR5Uc
  24. Hey guys, I installed BDArmory the way I'm supposed to, and even looked up how to do it again after this issue accused a couple times, but I'm able to build my ships and planes in the hanger and building, but when I go to launch it blacks out for a second, and then the game focuses on the sun really up close. I'm able to zoom out after a second or two but I can't refocus on my ship, or the KSC. I can focus on different planets and that's about it. Anyone have any ideas or tips? Otherwise I will probably be unintelligible it.
  25. Hey All First post here, so i thought i would start with an A-10 cause i just love that plane. The Design is still in the making i have to work out a few bugs, like when taking off it loves the drift to the left then roll and well explode..... More information, pictures and videos to come..
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