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Found 3 results

  1. Well I had been playing with BdAc for quite sometime and I thought if we could spawn military vehicles with their engines on ,we could simply have a military campaign. So can anyone help me here? PS. Don't be rude like steam. I've been an explorer for a 2yr now n now I wish military expeditions.
  2. Competitor of PAC-3 Missile PAC-3 use Hot Launch S-300 use Cold Launch
  3. 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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