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  1. laser guided missiles arent tracking the laser from both targeting pods when in flight. the lock on indicater shows up when im stationary on the runway, but not in flight. this applies to the maverick and hellfire missiles. my other mods are collision fx, destruction fx and physics range extender.
  2. Another jet fighter from Alan Aerospace Recycling and Packaging - where you'll find the best recycled aerospace parts neatly packaged. It's big. It's heavy - yet agile. Keep the central fuel tank empty for combat configuration. Fill it for extended ferry range. It's set to empty first for a longer pre-battle loiter time. Keep in mind that takeoff weight will be over 15 tons with it filled, agility will decrease with the forward CG shift, and you may need to increase the AI takeoff speed. https://kerbalx.com/Galane/Cranky-Delta screenshot12 by g_alan_e, on Flickr
  3. After watching a lot of BDArmory vids showing various types of aircraft dogfighting, I decided to give it a try. But I didn't want to make something too ordinary. So I threw this together with superposed engines and the cockpit offset to port, then used forward swept wings just for the heck of it. Getting the CG centered left-right was a bit of an issue. I resorted to putting a couple of RTGs on the starboard wing for the all stock version. The BDArmory version only needed one RTG due to the radome being a bit heavier. Flight characteristics. Don't over-rotate taking off or you'll remove the lower engine. Put on SAS and throttle up. Hands off and let it get wheels up on its own. At takeoff with full tanks the CG is a bit far forward but SAS or BDA AI has no problems. I set the forward tank to drain first so the CG will shift back then stay put to increase stability. Feel free to use afterburners early. So far its battle action has been one BDArmory AI dogfight VS itself. It won. With the default AI settings it was doing some pretty good yank and bank. However it only engaged with the Vulcan, never touched the twin .50's or the six AIM-9's. I'm probably missing something on the craft... just remembered I haven't installed chaff or flares. Oops. Feel free to modify weapons type, quantity, functionality. BDA version https://pastebin.com/X0m7V7ax Stock version https://pastebin.com/iTHuNi1w screenshot0 by g_alan_e, on Flickr screenshot1 by g_alan_e, on Flickr
  4. Why radar on boat cant detect target plane at 20km+ even when plane near boat ( 5km- ) still not detect . Radar detect only when plane launch missile ( just detect missile Not plane ) this error or something else?? ( like stealth ). I am use lasted version of BDarmory.
  5. i have installed everything corectly every part is there in the parts menu, but the weapon manager isnt there what do i do. i even checked the mod folder and it was there.
  6. I've redownloaded and gone through the installation several times but whenever I enter the game I can't find the weapons anywhere. For the installation I copied the BDArmory folder which was inside the downloaded Gamedata folder, and pasted it into my KSP installation Gamedata. I've read the installation instructions several times and I am 99% sure that I am doing it correctly. I've looked at other threads but they all seem to be due to an incorrect installation. Is that what could be happening here, or did I break something else? Also if I've left any critical information out please let me know, I'm new to these forums. I also have installed: B9 Aerospace (and others that come with it) Tweakscale JSI Smokescreen Firespitter I'm running on the 64x version
  7. The BD Armory section is there when I'm in a hangar and I can see multiple guns, rockets, bombs, and ammo, but no weapons manager. When I tried to use a gun, it didn't fire, even with ammo boxes. I used CKAN to install the mod.
  8. The F-137 Skyblade is my first fighter jet using the Crossguard-Blade wing shape concept I designed when I was drawing concept aircraft profiles. I came across a particular drawing the other day from a couple years ago with this wing concept, and decided to try my luck with it in KSP 1.2.2. The result is a Mach 2.56 twin engine super-maneuverable aircraft using BDArmory. Performance and Aircraft stats are the aircraft's actual in-game performance capabilities. Aircraft Description The F-137 SkyBlade is a supermaneuverable twin-engine fighter designed to be an all-weather medium range interceptor. It’s distinctive cross-guard blade/ wing shape makes it a unique and agile aircraft. Designation: F-137 ‘SkyBlade’ Manufacturer: Lockheed-Kerbman Top Speed (At Cruising Altitude): Mach 2.56 (880 m/s) Cruising Altitude: 7000m Powerplant: MK22-V Afterburning Turbofan Minimum Crew: 1 Maximum Crew: 2 Takeoff Speed: 60+ m/s External Weapons: -6x Variable Length Missiles -1x Hidden Vulcan Rotary Cannon Internal Weapons: -3x FAB-100 unguided bomb (100kg) Dimensions are as follows: Wingspan: 14.5 meters Height (Ground): 13.9 meters Length: 15.7 meters Creator: Moonsparkejo Date: 7/21/2017 Built in the SPH in KSP version 1.2.2. Mods Airplane Plus AoA Technologies - Aviation Parts AoA Technologies B9 Procedural Wings Modified BDArmory Mk2 Stockalike Expansion NKD - North Kerbin Dynamics for BDArmory Squad (stock) TweakScale - Rescale Everything! damichelsfuselage Kerbal Joint Reinforcement
  9. Download: http://spacedock.info/mod/389/Tbone%27s%20XAGM The XAGM is designed as a top-attack GPS guided Air-to-Ground Missile so you will (almost) always be able to hit any ground target that's behind any cover, provided you have it's GPS co-ordinate. I'll let this video do the talking... Also, for anyone wondering where I got the weapons bay from, it's a mod called Red vs Blue by Scoundrel and can be found here: Licence CC-BY-SA
  10. https://drive.google.com/file/d/0B65UbcdnfM7ebm1BVzBxX1BGUkE/view?usp=sharing So no clue what's going on but I know BDArmory is doing it. I've updated everything and tried ATM but neither worked. I crash right at the starting loading screen at 'Loading Part Upgrades'. There's no black screen just a normal crash. I'd really rather keep BDArmory so if there's a solution other than not using it that'd be great.
  11. I am wondering if there is a mod or something that can make your plane stealth, so that you cannot be detects on enemy radar from BDarmory. I have built a fighter that looks stealthy to me, using quiztechaeropack, BDarmory, and stock. I want to use stealth capability when attacking someone. Any suggestions will be appreciated.
  12. As of lately, I have been working on a project to replicate all major post WW2 fighter/attack aircraft of the US/USSR/Russia. All new ones will appear here. If you have any suggestions, post them here. They were built in KSP 1.2.0. All require BDarmony, a lot need TweakScale and Airplane Plus, plus other mods as needed. WW2. None Available Korean War MiG-15 https://kerbalx.com/dundun92/MiG-15 F-86 https://kerbalx.com/dundun92/F-86 Veitnam/Early Cold War. F-4E https://kerbalx.com/dundun92/F-4E MiG-21 https://kerbalx.com/dundun92/MiG-21 Late Cold War/Modern Era F-16C https://kerbalx.com/dundun92/F-16C MiG-29 https://kerbalx.com/dundun92/MiG-29
  13. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  14. Hello there! This is a post for the ones who want to sumbit pictures of their fighter jets, or attack jets of course, replica or not! Rules: 1. This isn't actually a rule but: All mods are allowed, but make sure to use BDArmory on all planes! 2. Disappoint Jebediah by telling him NOT to go to space! 3. Rule 3. doesn't exist! 4. Tell which mods you are using if it isn't BDArmory Examples: The A-164! (Yes, i broke the rules, i don't have a picture of the weaponised version) Download Mods in spoiler "Last" words So yeah, have fun! Also try to tell others what was good and bad about their plane! Have fun!! -Choice
  15. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different team, .craft files will need to be edited so that Guard Mode is set to true. This mod allows authors to build crafts from scratch using these activated subassemblies so that they don't have to do any craft file editing outside of the game. There are 3 different variants of this mod: Activated Subassemblies: Engines: Stock engine subassemblies that have been pre-staged and pre-ignited. Requirements: None Download on SpaceDock & CKAN: https://spacedock.info/mod/1376/Activated Subassemblies: Engines Activated Subassemblies: BDArmory: BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1377/Activated Subassemblies: BDArmory Activated Subassemblies: Engines & BDArmory: Stock engine subassemblies that have been pre-staged and pre-ignited & BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1378/Activated Subassemblies: Engines %26 BDArmory Installation: 1) Download one of the 3 variants 2) Extract zip file 3) Drop the saves folder from the extracted zip file into the KSP installation directory. 4) Use the activated_bdarmory, activated_engines or activated_engines_bdarmory sandbox game save to access the subassemblies. 5) Alternatively, copy the Subassemblies folder within the installed game save into your own existing game save folder to access the subassemblies. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Let me know if there's any additional parts that people would like activated and add to this download.
  16. Whenever i try to use guns in BDArmory the lead indicator does not work. I installed the mod correctly and don't know what may be causing it.
  17. When I attach weapons and weapon managers, they don't work, at all. But it is up to date, according to AVC, so whats causing the problem?
  18. I love this game so much but I found one thing missing. I was wondering if there was a mod for 1.2.2 that has a structural plate that you can shift and morph like procedural wings. If not, if anyone would be kind enough to provice a step-by-step to modifying or adding the part myself. If not, pointing to something to help me do that, would be very nice. Thank you all in advance.
  19. Though I love that KSP is always in development, and the team has my many thanks and kudos, I love-hate incoming new versions as they always destroy my mod build... this time I am at a loss as to what happened. Maybe it's relevant for the new release so i think I best post it here (and who knows, maybe someone knows what happened). 99% of what I have is CKAN-ned. So I foolishly saw a new BDArmory and installed it. Silly me for not checking first: it was a pre-release (bda) for the pre-release (ksp) so it was not intended to work with the current version. So obviously my game crashed. No big deal so far. I removed it with CKAN, removed the old BDarmory with CKAN, reinstalled current BDa via CKAN... later on I reistalled it manually from elsewhere (github)... But no joy. This is what happened. The currently compatible BDa installed properly. I know it did, since I have old previously saved craft with BDa parts and they loaded just fine. I can even fly them. But the BDA tab (and corresponding parts) disapeared from the VAB parts menu. And from every other tab in the menu. Basically its like I have BDa, since the parts placed in previously saved craft exist allright, but I cannot access BDa's parts anymore for new craft. Also, althoug the craft did load, the BDa parts were kinda 'dead', meaning, I couldn't interact with them by clicking on them, or any other way. Weird! To quote the ending line from the movie "the sand pebbles": what the hell happened!
  20. All, Found this Ejection seat mod about a week ago. I wanted to get this out there because it has given me some good hours of fun being hit by Bahamuto's missiles. https://www.youtube.com/watch?v=yaGspKdhayU Special thanks: linuxgurugamer for saving my Kerbals with the awesome ejection seat mod!!! https://github.com/linuxgurugamer/EVA... As well as Mallikas for the excellent Cockpit mods! https://spacedock.info/mod/658/Aviati... And... Hats off to BahamutoD for the destruction! https://spacedock.info/mod/79/BDArmory -Kroltz
  21. SERIES III Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW1 Theme) How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @Draconiator | @colmo Check out these other ASC Divisions: ASC-IV (No Restrictions) Coming July! | ASC-A (PvE Arena Ladder) Coming Soon! King of the Hill: TorchedForever - K1A Volante Number of Wins: 8 Registered belligerents: The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - DEFEATED! GDJ - Avro Super-Bee - DEFEATED! He_162 - Heinkel P3 - DEFEATED! Triop - FU-247 - DEFEATED! epicman81 - 1 mk25 Llama (20mm), 1 mk25 Llama (50 cal), 2 mk24 Starfish - DEFEATED! Draconiator - Kerbwith Alpaca - DEFEATED! AlexTheHu - ASC Tri - DEFEATED! qzgy - PointyStickFish Mk 11 - DEFEATED! It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! ASC Series Playlist: The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge III Match Rules: All matches are hosted in KSP 1.1.2 with the latest BDArmory, Kerbal Aircraft Expansion, and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM inigma to do so). Challenges are best of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on the official YouTube playlist embedded above. Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 50 part limit maximum per craft. 2 fixed guns maximum, no turrets All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if any of the ASC match hosts fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.1.2 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects HyperEdit iPeer's InFlightFlagSwitcher Kerbal Aircraft Expansion Malah's QuickBrake Take Command Texture Replacer Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC III KOTH belligerent vs king (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series III - Line of Succession SuicidalInsanity - SI-5 Tyrant - 1 win Draconiator - Super Llama - 1 win JollyGreenGI - K&K Sweep - 2 wins Bananders - Crown Nightingale Mk2 - 1 win The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - 2 wins TorchedForever - K1A Volante - 8 wins Previous ASC Series Top Reigning Kings: ASC-I - SuicidalInsanity - Solarius III - 6 wins ASC-II - g00bd0g - VulcaRaptor - 10 wins - ASC Grand Champion ASC-III - TorchedForever - K1A Volante - 8 wins
  22. Been inactive for a while, and need to take a break from counter-strike due to a major slump, so i decided to fire up ksp for some craft building. Making it mostly with pwing, as i have done with my other crafts. Will update with more pics as i build. For now, the further down you scroll, the more progress will be seen. I'm going to update the OP with recent pics a bit later Can't get kerbpaint to work properly, some pwing elements can be colored, some can't, and some only get updated with new colours when coloring another part (mostly when i add paint to a stock piece), if anyone can help me with this it would be greatly appreciated. Some additional angles and further progress: ------------------------------------------------------ OLD ------------------------------------------------------------ Decided the ejector seats (which actually work, just not right now because they get blocked by the dash, will fix though) didn't really look the part, so i modified them and replaced the existing ones. I do realise the upper seat part is slightly too long, but im going to focus on finishing the craft and deal with it later on, should be a pretty simple fix. Not really pleased with the way the turret section turned out, will smoothen and fix later on. It looks alot more 'blocky' than it actually is, the panels blend into each other in the screenshot. Some vent detail
  23. Hey guys, I've only just started messing around with BD Armory and it looks really cool. The only thing is, all the videos I can find online are about combat in the atmosphere, and I'm more interested in exoatmospheric fights. I'm thinking classic space battles meet real physics kind of thing, so no need for realistic scenarios or special space weapons. While experimenting, I sent up a couple craft to test out short range missile combat in orbit. They were easily able to lock on with radar at about 15 km, but when I fired AIM-120s at the first target, they all missed, no matter what the range I fired at. I didn't even bother to try the sidewinders, as I figured they'd only home on a ship making a burn or otherwise heating up. So does anyone have any experience with BD Armory in space? Why are the missiles missing? What weapons DO work in space, and are should I be using a different type of missile than air-to-air for space-to-space purposes? Also, I had a theory about the 120s. I thought they used reaction torque and engine gimballing, but if they are only using control surfaces, that would explain why they are unable to guide properly. Is this right?
  24. Hasn't been updated to 1.2.x for quite a while, well actually not at all. Anyone thinking about a revival?
  25. So... I have BDArmory but I noticed it never gets updated anymore. Was it abandoned? Will anyone pick it up? Any answer is helpful.
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