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Found 34 results

  1. So I've seen a couple of these threads, but they're all relatively old, and sometimes a bit disorganized. So here's the basic idea: You post your naval warships and pit them against other players! RULES -You upload ONE post with the ship you will be entering into the competition/battles. Include stats, pictures, and other related things, along with a download link. -If you wish to post a different ship (a new entry to the competition), then you can make a new post. However, if you are simply updating something, then please just edit the post. Feel free to post pictures of WIP's, etc. though. Just try to keep the battles and official entries themselves to one post each. -If you wish to face off with someone else's ship, then you must specify whose ship it is, and upload pictures of the match (do this in a separate post, not the same one as your submissions). It is recommended that you stage multiple battles (e.g, best out of three). -You may only upload ONE post per match. So, if you are facing off with my ship, then you make one post, but if you want to face off with someone else's ship, then you make a new post. -This one post per match/ship entry does not apply to discussion or WIPs -Keep it stock (excluding BD armory) and do not make ships above 750 parts. -Be honest about the results 1 v 1 Starting Distances: Fleet Battles: Scenarios for Fleet Battles (suggestions, do not have to be strictly followed): These rules sound complicated Feel free to just look at the battles that have already been carried out and/or ask questions if you don't understand something
  2. Hello i am trying to do a ksp air battle and for some reason the AI Pilot wont try to kill me rather just fly around and do its own thing regardless of gaurd mode and being on seprete teams and targeting the other craft How do i fix this?
  3. Hi. This is probably some really obvious thing I glossed over, but I've been installing a lot of mods as of late and every time I put the content of the mod's gamedata folder into my KSP install's gamedata folder. This has worked every other time, but not this one. I put BD armory's "BDArmory" folder into KSP's gamedata (This folder is all that's in the mod's gamedata folder) and the game was unchanged. I tried to take the contents of THAT folder and copy it over to KSP, and it crashed upon startup. Is 1.1 no longer compatible?
  4. BD Armory

    Hey guys, I was wondering if I could stop the guard mode in BD Armory to shoot at my missiles/bombs/torpedoes because I am playing something like a WW2 game and it is kinda unrealistic to have your bomb shot down by aa. Pls help
  5. KOS Cruise Missile

    My most recent attempt at an automated kOS cruise missile that targets hard-coded Long-Lat coordinates. https://www.youtube.com/watch?v=Y1TPhWpTUEM
  6. 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.
  7. 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!
  8. Hello community! This is a dev thread for my upcoming BD Armory mod 'Random Ordinance Emporium.' This is my first mod that taps into the complexity that is 3d modeling and texturing. I am VERY new to this, so tips, tricks, and suggestions are VERY welcome! Below are some of the ideas I have for the first update coming later this February/March. Current Weapon Ideas. (NU = Next update) GR-12 Swarm Rocket: A tiny, short-range radar-guided missile that gets all its punching power from 'lethal impact velocities.' Meant to be launched 2-3 at a time. (NU) TTG-99 'Crackle' 50cal mounted gun: A compact 50cal surface mounted machine gun. Not very powerful, but great if you want to stay small. (NU) BAMO-05 'Jabberwocky' 30mm: A large, automatic 30mm cannon. Great for making sure things stay dead. Not a rotary cannon. DRO-02 'Thunderdrake' Missile: A large, medium-range radar-guided missile. It has a large warhead, but it travels relatively slow. Great for shooting down bombers.
  9. Can somebody help please, I've installed BD Armory correctly into the GameData folder (move the DBA GameData contents into KSPs GameData). Yet, when I go in game (KSP 1.2.2), all the models and textures are there but the functions don't work. There's no options for the Weapon Manager or weapons in the actions tab in the hanger. I've tried right clicking the models and no menu appears (Not sure if it is in the first place). I've reinstalled many times, tried different forms of installing and watched and read many tutorials for this. Apparently others have a problem similar except not in this depth. I've looked and looked and haven't found a solution. If somebody could help that'll be great. FYI I have other mods installed but the problem persists even with out the other mods.
  10. 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.
  11. Ok, so I had this problem on my old computer, and now I have it on this one too! So, I go to use the weapons manager, and it says no weapons manager, even with one on there, BUT the gui is expanded like it is open. So I have to switch from it to another vessel and back, and even then, when it shows the GUI, when I open the weapons, Guard mode, OR modules box, it expands to compensate for the size, BUT the weapons, guard mode, ore modules menu does not show up. SOS!! (P.S. It worked for a while, but after adding an unknown mod, it caused the gui to break on the new computer's install. Removing all the mods installed after it broke did NOT help.)
  12. I'm sure if you have used BD Armory in the past, you have organized dog-fights of Team A vs Team B for your own personal enjoyment or to see an F-16 fight a MiG-25. This time however, Team B has gotten far more strategically inclined, and has decided that destroying your space center is the best way to stop your weaponry production. It it now up to you, the Secretary of Defense for Team A to prepare the defensive fortifications to keep your space center safe from bombs, bullets, and missiles, are you up to the task of preparing for anything? Some rules for this challenge: You're limited to Stock Parts, BD Armory, and Hyperedit. No Tweakscale, Infernal Robotics, or other miscellaneous/edited parts allowed. Also, the BD Armory Cheats menu for infinite bullets can be used when testing the base's defense and attack potentia, but there must still be ammunition onboard. The cost of the defense doesn't matter, you can even go up to 10 million roots if you're just that focused on defense, but the more money you spend on your defensive fortifications, the more Team B can spend on their own attack force. So sometimes the more expensive solution isn't better. The defenses MUST be built on/near the space center. I generally place turrets on top of buildings and allign them so there's a good sense of coverage between all the buildings, but you can do whatever you for your defensive plans. If you can, try to provide a download to your save file so others can attempt to find the weaknesses of your Space Center's defenses. (For example, after some testing, I found that my own base was capable of taking down gunners and missile-based aircraft without much of a hitch, but struggled greatly against tanks and other ground-based vehicles)
  13. 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!
  14. Hey forum people! Information. 1. I use a Mac. 2. I use KSP ver:1.2. 3. I use BD Armory ver:1.2 So i am trying to use a targeting pod (I've tried both) but whenever I activate it, the screen where the view shows up is just a solid purple. I know I am doing it right because in the past KSP and BD Armory versions, it showed up with no hint of purple what so ever. I can't see anything in the targeting pod window, just solid purple. http://kspmalfunction.weebly.com/ this is a screenshot of the targeting pod Sorry I had to use such a crappy template. Only look at the first part because all the rest is template. Please get back to me as soon as possible!
  15. Requires contract configurator: https://github.com/jrossignol/ContractConfigurator/releases and BD armory: https://github.com/PapaJoesSoup/BDArmory/releases IF THE AIRCRAFT DON'T FLY: Go into advanced difficulty options, disable require signal for control. This can also be found in the cheat menu. May not be necessary, only happens to a few people. KAF is a small contract pack featuring various intercepting and dog-fighting missions, pitting your user made aircraft and air defense systems up against a variety of Russian aircraft. Enemies include: MIG 15, MIG 21, MIG 25P, MIG 25BM (SEAD), SU 25, SU 25T and the SU 27 Each successful mission will net you a small amount of science, reputation and funds. It is recommended that you extend your phys distance to make the most of this mod. Download: http://spacedock.info/mod/1060/Contract Pack: Kerbin Air Force [KAF] I plan to slowly add more missions and aircraft. Please leave any feedback, suggestions or requests in the comments!
  16. SERIES IV AS @inigma CAN NO LONGER MANAGE ASC IV DUE TO HIS DEMAND FOR TIME ARE A LITTLE STRAINED. BECAUSE OF THAT, I WILL BE HOSTING ASC IV. Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW2 Theme) How Long Will You Claim Air Superiority? Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX Hangar and post a link in this thread to enter! King of the Hill: TBA Number of Wins: TBA Registered belligerents: P-18 Falcon by @epicman81 0 wins (ELIMINATED) KB-45 Falcon by @Wildcat111 0 wins (ELIMINATED) K-13-A Vivamente by @TorchedForever AVRO Kraken Mk. 1 by @GDJ 1 win AVRO Kraken Mk.2 by @GDJ 3 wins P-26 Hornet Mk.1 by @Wildcat111 P-83 Super Scythe and P-97 Broadsword and P-76 Discord by @Rezolution DF-47 Stinging Nettle by @DoctorDavinci 0 wins (ELIMINATED) Mosquito Mk.1 by @Bob_Saget54 TL.43 Dryad L,and TL.43 'Dryad' T Mk XVI by@JollyGreenGI It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSCand 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! 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 IV Match Rules: All matches are hosted in KSP 1.1.3 64. bit with the latest BDArmory, Kerbal Aircraft Expansion, Airplane Plus 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 Wildcat111 to do so). Challenges are best 2 out 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 my YouTube playlist when ASC IV is concluded. The aircraft that wins 2 out of 3 times is the winner. Air Superiority Challenge IV 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 1.1.3 No cockpit reaction wheels. 10 fixed guns maximum, no turrets EXCEPT FOR PLANES THAT FLY SLOWER THAN 80 M/S, THEN 2 50. CAL TURRETS, ONE ON THE BOTTOM AND ONE ON THE TOp IS ALLOWED, BUT THE 50. CAL TURRETS MUST BE IT'S ONLY DEFENCE Closed cockpits are allowed. Clipped engines and parts are allowed. All stock parts permitted except the following prohibited stock parts: all stock engines EXCEPT JUNO ENGINE 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) Airplane Plus (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/140262-113-airplane-plus-r40-wwi-early-flight-4-engines-more-custom-sounds-aug-8-2016/ B9 PWings (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Procedural Parts (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/96402-113-procedural-parts-parts-the-way-you-want-em-v125-july-3/ No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC IV KerbalX 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. You may create a fake cockpit using a chair and some landing gear and stuff 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, just let me know. If you decide to host an ASC match, you must have a dedicated KSP 1.1.3 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 Kerbal Aircraft Expansion Take Command Optional Mods: B9 PWings, http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Visual mods are permitted as long as they don't seriously degrade your match processing THE DEADLINE FOR SUBMITTING IS SEPTEMBER 20. YOU MAY UPDATE YOUR CRAFT, BUT YOU HAVE TO LET ME KNOW. YOU MAY POST MULTIPLE CRAFTS. KerbalX Hangar: https://kerbalx.com/hangars/10351 ASC MATCH HOSTS: @GDJ @DoctorDavinci and @Wildcat111 Let's begin! Wildcat111
  17. Someone please help, I seem to have a problem with installing the mod B.D. armory. I installed it into the game data folder for ksp and the files even seem to show as some of the loading files on the first loading screen for the game. But when I am in the game none of the files show up in utility or any of the other files. Any solutions? I've tried everything.
  18. AH-1 Cobra

    Given how difficult it was to come up with a shape I like, and given how many new features I tried with this craft, including the strut canopy and BD Armory TOW missiles/FLIR set, this craft took a lot less time to finish than I expected. The Cobra's design was derived from the UH-1 Iroquois (Huey), and used the same engine, transmission, and tail section as the Huey. While the UH-1 made air cavalry practical, it was poorly armed and was vulnerable to ground fire from Vietcong or NVA forces, especially when it landed to unload its troops or supplies. While many UH-1s were converted to gunships, and Air Force/Nay jets could provide close air support, a new helicopter was needed that could escort the Hueys and sanitize LZs to make it safe to land. The Cobra filled this role perfectly, and was used extensively during the Vietnam War. After the war the Cobra became the main attack helicopter for the United States, and served in this role from 1967 until being replaced by the AH-64 Apache in 1999. Twin engine variants of the Cobra still serve with the USMC and other NATO countries. the US Forest Service also flies unarmed Cobras for fighting forest fires. Aaaand most of you probably won't read all that history, so here's a picture to keep you here Although the AH-1G featured a smooth, curved canopy, later model Cobras were fitted with a flat paneled canopy which reduced sun glare and reflection inside the cockpit. This Cobra replica is based on the AH-1F, although I am not entirely sure whether F models served in Vietnam, so if anyone could provide me with reliable information about it, that would be great. It's a pretty easy aircraft to fly so long as you understand the basics of rotary-wing aircraft and vertical flight. As you can see I landed it on the VAB helipad with ease. I recommend coming in on a flat approach at a slightly higher altitude than your landing point and slowly decrease your speed as you near the pad, killing all horizontal velocity right before you cross over the center of the pad (by that point you should be hovering just above the pad). Then lower the throttle enough to let the helicopter descend, but be careful not to gain any lateral motion. The helicopter is equipped with TOW missiles, guided by an FLIR set in the nose, unguided Hydra rockets, and a 30mm cannon. The TOWs are perfect for taking out targets at long range, while the Hydras and 30mm can mop up after them. Unfortunately all the systems on the chopper require a lot of control panels and menus to operate effectively. This is the setup I use, with the FLIR and main rotor menus on the right between the Weapon Manager and the staging diagram. the FLIR tracking camera is on the bottom right and Flight Engineer (if you have it) is in the top right. To use the TOW missiles, enable the FLIR, aim the nose of the helicopter at your desired target, then fine tune it with the camera. You can lock the camera and zoom in to make it easier to move. Once the camera is over your target, lock the camera if you haven't already done so, and you should see range information and coordinates on the camera. Select the TOW missile in the Weapon Manager, arm the trigger, and hold it down until the missile fires. It should automatically guide itself to the target and detonate. Hydras and 30mm are pretty straightforward, so I shouldn't have to explain them. I definitely recommend pinning the rotor's menu somewhere so you can keep track of the thrust level. Unlike real helicopters, the KAX rotor takes a while to rev up and down, so it can be a challenge to fly using only the throttle as judgement. Although I personally like Utility helicopters more than Attack helicopters (what can I say? My father flies the UH-60M), I must confess that I really enjoy flying this. It's fast, responsive, versatile, and best of all, deadly. Vietcong/Taliban beware, Cobra venom kills! DOWNLOAD REQUIRED MODS KAX BD Armory
  19. Just some info about this and future ship posts. This is a ship for my KNS-fleet shipyards. The reason why im doing this as a separate post is: 1. Albums inside spoilers are broken. I would have to go back to the old style, witch made the post incredibly long. 2. Putting stuff in the comments just seems a bit, eh. I want to keep the comment section for comments and updates. NOTE: there will be a link to the main post in this post and vise versa. I will propably end up doing this for all my new ships now, unless albums get fixed in the future. The ship itself: The Fine Island is a seaplane tender that is used as more of a helicarrier of sorts. It can maintain a single large chopper or a VTOL. It's a slow and sluggish ship that has been equipped with ample amounts of weapons. It can take down ships effectively at long ranges, but lacks long range AA-weapons. In short range it will shred any aircraft to pieces in moments. The weapons are more or less similar to the ones found on Currituck class ships with the exception of the Goalkeepers on the top deck. Designing the ship: Making the cranes work would have been quite impossible, cause you can't really lift 50+tons with KAS/IR cranes without stuff braking apart. So i don't think we will be seeing any Martin PBM-5 Mariners on this ships deck. Or any SP-5B Marlins. But i could always do replicas of those just for fun. But it should have plenty of space for landing big VTOL's and choppers. Just be careful not to crash on any of the cranes. I left some of the smaller less important details out to save on part count, these include railings, lifeboats, windows and some of the box shaped thingys on top decks. I estimate they would have eaten about 300 parts. And since it already has a little over 1100 parts, that's no good. NOTE: this one has no flares or chaffs in it, so be careful with that. This will propably end up being my last 1:1 replica ship since it made the ship very slow and sluggish. It had the same manouvering engines as the Great White, and about the same amount of engines as the Killyoustrious. Even despite this, it's has worse performance than the huge carrier and the battleship. As for reference, i used one of my Revell 50th anniversary kits i had made years ago. (the kit on the right is the U.S.S Boston that served as my inspiration/reference for the K.S.S Avenger). And here's a link to the album. http://imgur.com/a/is5Ny Specks and picks: Armaments: 4 Abrams turrets, 2 Goalkeepers and 12 chainguns. Top speed: 30 m/s. Length: 161m. Width: 20m. Height: 31m. Mass: 2384 tons. Parts: 1176. The ship is loaded with 170000 units of fuel. And that's about it for this one. to be honest, it's a bit useless, but still, i hope you enjoy it . Mod used: BD-armory. Download link: https://www.dropbox.com/s/hhio60kziru67nm/K_S_S Fine island AV-6.craft?dl=0 Link to main post:
  20. "Hover" Tank

    Sorry, moderators, saw a more fitting place to post this after posting this thread. Care to move it if it's too disruptive here? Here is something I made, in my attempt to make a ground tank. Origianally, I wanted to make it a hover tank, but when I found out the mod parts for it were difficult to use, and that they lagged the system, I ended resorting to wheels, while maintaining the Hover Tank name. A misnomer. Parts that I used are: Stock (default) Bahamuto Dynamics Armory (mod) The only mod parts would be the turret, 4 machine guns, and the weapon manager. It has thrusters to overcome vertical challenges, but sacrifices liquid fuel that is used by the fuel cells to power the wheels. The stats are as follows: And it in action. Driving (top speed appears to be at 24 meters per second to 30): Flight, has enough fuel to make it to the top of a tall structure on the earth-like Kerbin ( I did not do that for the pic), and, I broke the wheels: Lastly, parachutes for when I lose fuel in midair, or when I want a simple landing: To actually get this thing to another planet... will be a pain. I have been able to do it via mods, but to do it honestly will take some doing. This is my current goal on perfecting. I know there is a hover part mod out there, but for some reason it messes with my PC, and RCS was too weak to make it travel well.
  21. So I just recently got BD Armory on my computer, and I love it (I have 1.1.2 and I know that BD Armory isn’t compatible yet) but there seems to be a problem. I’ll be doing a battle with one of my tanks or AA batteries and the game will slow waaaaaaayyy down, which normally, I can cope with (I launched many rockets with several thousand parts regularly with 1.0.5 on a laptop, so I’m used to that) but then the game stops responding to my keyboard at all. The mouse still works, and can fire the guns, switch weapons, etc., but only at 1 fps or so. Also at this point, my computer is so hot that it hurts to touch it. I think that may be my computer, but after I force-quit KSP, it cools right down. Is this because BD Armory isn’t yet compatible, or something else? Does anyone else have this problem? If it is the mod, can I fix it, and if so, how? Oh, I also have Kerbal Engineer Redux.
  22. BD Armory

    My game, with BD Armory, When I load up a craft it is going 0000.00 m/s and the camera is heading towards space and i have no craft. How Can I Fix This? Please Help Me!
  23. Hey everyone! I've been working on a weapons pack for BD Armory for a while. Called NWP, it (currently) only adds one missile, the YCM-117 'Gungnir' MRLS air-to-ground cluster missile. Think a cluster bomb, but a cluster bomb crammed into a missile. Video: It's powerful enough to take out most vehicles, but precise enough to not destroy the launchpad that it's situated upon. Special thanks to @SpannerMonkey(smce) for helping me get it working. Download: Spacedock
  24. Addon for BD Armory currently containing several weapons made by various divisions of Denel in South Africa. image is kind of outdated... Download: Pack currently contains twelve weapons (four turrets, one missile launcher and seven missiles,) more are planned and in the process of being made but this is what I've done so far. Missiles Denel A-Darter. Denel Al-Tariq. Denel Mokopa. Denel R-Darter. Denel ZT3-Ingwe - Fires from ZT3-Ingwe launcher (it no longer fits in the TOW launcher :c) Denel Umkhonto-IR. Denel Umkhonto-R. Turrets / Launchers Denel 35mm Dual Purpose Gun. Denel G6 Howitzer. Denel LMT-105. Denel LMT-105 Canister. Denel GI-2 Helicopter Autocannon. Denel ZT3-Ingwe Fixed Launcher. Bombs Denel CB-470 Cluster Bomb Current version: 0.1.4.2 Upcoming stuff Note that this is a work in progress, if something doesn't work (with the models, I can't fix the BD Armory modules if they are broken) tell me and I'll look into it. If you have any suggestions let me know.
  25. This battleship is an upgrade to the Spielhur-Class battleship, featuring improved armor and the latest TOW missiles and mobile SAM launchers. This ship required BD armory to open and Hyperedit to land in the water. https://www.dropbox.com/s/6hg1cj58o7h1i69/HMS%20AllegemeineMk%20II.craft?dl=0 Built to out-fight any other ship on the sea, the Allegemeine (or "General" in German) lives up to its name as the commander of the seas. The Allegemeine features 12 120mm Turrets in its main battery, capable of striking targets as far as 5 kilometers from the ship. Combined in a powerful broadside, all 12 of these guns can fire, or 6 at a time from fore or aft. The Allegemeine features additional offensive capability in the form of four RB-15 Cruise missiles and two ATG-88 Anti-radar missiles for hitting surface vessels or land targets. The final compliment to the primary armament is the 56 TOW-missiles carried on the flanks of the ship, to take out smaller targets the main guns cannot hit, targets beyond the range of the main guns' accuracy, and for increase in firepower in the broadside. Secondary armament is designed for the express purpose of protecting the Allegemeine from air or missile threat, and includes no less than 68 dual .50 cal turrets, 18 AIM-120 AMRAAM surface-to-air missiles, a CIWS turret in the aft section, and dual locking radar systems, one on the mobile SAM turret amidships and one in the Allegemeine's bridge section. Included are several .50 cal turrets located below the waterline to protect against mines, submarines, and torpedoes. The Allegemeine has room for a crew of two in the bridge, though she is equipped to operate without kerbal crew. The ship's powerplants are ten J-90 "Goliath" Engines which propel Allegemeine to a top speed of 36 knots (or around 19 m/s). Range is limited, but is up to 400 km on a standard fuel tank, and can be extended with refueling virtually infinitely. In terms of armor, the Allegemeine is unmatched in Zokesian vessels. The inner spine is built out of truss beams with high damage resistance, and the dual sets of armor plating on the sides are spaced as well as reinforced with struts. There is a layer of empty Mk2 fuel tanks between armor plates which double as stabilizers and as extra armor, as Mk2 fuel tanks have one of the highest damage resistances of any tanks in the game. In addition, the main fuel reserves are stored in Mk3 tanks that run down the spine of the ship, and the ammunition is stored safely under that, at the lowest point in the ship, preventing explosions from side or aerial attacks. PHOTOS: