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  1. Please note that Physics Range Extender is a required dependancy for BD Armory Continued See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is to NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: Also, to correctly install BDAc, first download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN And in regards to support, KSP.log please (as well as BDAc version, KSP version and modlist) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci @Eidahlil BD Armory wiki: BDAc Release Links: Releases link: Issues link: Physics Range Extender (REQUIRED): Papa Joes Soup Github link: BDAc Release Notes: BDAc Development Notes: BDAc has been released for KSP v1.4 BDAc Family Mod links: Videos: BD Armory Continued was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. This mod is now being maintained in BahamutoD's absence by Joe Korinek (Papa_Joe) and continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at attempting to modify and redistribute it
  2. So, I was messing around for the Naval Battles! (Defeat other player ships) Challenge (its awesome, check it out) and I built a space battleship but couldn't find a place to put it. So this happened! Rules: Stock Battles: Start battles at about 5km distance in Kerbin orbit, combat is turn based with each ship in a fleet getting a turn in a Team A1-B1-A2-B2-A3-B3 fashion. NO INFINITE FUEL/ELECTRICITY!!! BDA battles: to be added, though it seems that high Gilly orbit should work
  3. In order to train the new KAF pilots, you have been contracted to make an aggressor fighter jet. The competition for the contract is fierce. Can yours stay at the top? This is a BDArmory fighter competition. RULES: 1. The battles are run King Of The Hill style. You fight the 5th place aircraft, and work your way up the leaderboard. 1.1. There are 5 maintained spots on the leaderboard. 1.2. Fights are 3v3 matches, best out of 3. 2. No space-grade parts permitted (oxidizer, monoprop, rockets, non-cockpit reaction wheels, ISRU, etc). 2. Ore is allowed for ballast purposes only. 3. No drones (or lawn chairs). 4. Armor thickness must be left at the default value. 5. No unreasonable part clipping 6. 75 part count limit(may be raised later to 85 if necessary) 7. No decouplers/multi-staging (this is a plane, not a rocket!) 8. Up to 2 Vulcan hidden 20mm cannons, 1 GAU-8, 6 Browning AN/M2 .50 cal, or 2 M230s (locked in forward position) 8.1. No turrets (unless locked in forward position). 8.2. No mixing different types of guns. 9. Up to 6 AIM-9 "Sidewinder" missiles. 9.1. AIM-9s are the only missiles allowed. 10. Up to 4 flare boxes 11. Your plane must fall under 1 of two categories: light and heavy fighters. 11.1. Your plane (light or heavy) has a two engine limit. 11.2. Thrust is calculated with the engine on AB (if applicable). 12. Light fighters must weigh at least 6t at combat weight. 12.1. Light fighters can have up to 250kn of static thrust, and at least 400 units of liquid fuel. 13. Heavy fighters weigh at least 12t at combat weight. 13.1. Heavy fighters can have up to 500kn of static thrust, and at least 800 units of liquid fuel. 14. Editing of the craft outside of the game (e.g, text editing in notepad) is ABSOLUTELY prohibited. (Looking at you @Eidahlil) 15. BDA 1.1, and KSP 1.3.1 is used. 15.1. We will use 1.4.x as soon as BDArmory is ready . 15.2. AirplanePlus and BDArmory (duh!) are the only allowed mods. 16. Have fun! 17. If you have any questions, ask me (@dundun92). PLANES IN TESTING: [none yet] LEADERBOARD: 1. 2. 3. 4. 5.
  4. HP and Armor Editor for BD Armory v1.1 I now present for your approval the preliminary release of the standalone HP and Armor Editor for BD Armory Continued v1.1 Edit by part type in the SPH/VAB - All Parts, Command, Wings, Control Surfaces, Fuel Tanks and Ship Hull Still a few glitches such as having to click the Save Armor button twice to save the number entered if setting the armor above 500 (this is due to the HP and Armor auto-calculations in BDAc) as well as Engines, De-couplers and Launch Clamps are excluded from editing due to the code in BDAc that causes degradation of performance on any part that has an engine module or de-coupler module as it takes damage INCORPORATED INTO DCK FUTURETECH
  5. The is the Open Beta for the next release of BDArmory Continued. This next release (version 1.1) will be a complete refactor of the damage model, ballistics and explosive force calculations. Our goal was to model realistic values for ballistics, bullet penetration explosive damage and force. All formulas used to calculate these values are based on real world values and physics formulas with balancing to account for game play. Beta Release #1 : Fixes Too many to list - see this tag in get for issues being corrected and comprehensive lists : Pending Release New Features Main issue tracking changes : Damage is no longer tied to heat or temperature of the part, a completely new "Hitpoint" health system has been created. By default all parts will have their Maximum Hitpoints calculated based on part area and density Documentation : For Modders: you can override these values by using the following in your part config or MM patches MODULE { name = HitpointTracker ArmorThickness = 120 maxHitPoints = 100000 ExplodeMode = Never } Example baseline values for balancing : 10,0000 hitpoints for Tank Hulls, 100,000 hitpoints for larger boat hulls. Armor The Armor and penetration system has been completely redone, no longer needing custom layers or parts. All parts will have a default value of 10 "Armor" units to approximate default thickness of metal composed of the part. Armor can be changed in the VAB or by the same method above with a MM patch. Any part can have Armor if you choose, allowing for more flexibility. There will still be dedicated Armor panel parts for those who choose a different build path. Armor will stop bullets and limit damage depending on the amount present and bullet mass and velocity Bullets Documentation Bullet configurations now have real world values for caliber and mass. Ballistic coefficients are calculated in code based on these values for a more accurate drag model Most damage values for weapons have all been moved to the bullet configurations. This will now make weapons more consistent with same ammunition. BULLET { name = 30x173HEBullet caliber = 30 bulletVelocity = 1180 bulletMass = 0.3880 //HE Bullet Values explosive = True tntMass = 0.3104 blastPower = 2 //deprecated, use tntMass, left in for legacy support blastHeat = 3.7 //deprecated, use tntMass, left in for legacy support blastRadius = 2.5 //deprecated, use tntMass, left in for legacy support apBulletMod = 3 //not yet implemented bulletDragTypeName = AnalyticEstimate } Weapon Configurations All damage values are now calculated from the bullet configuration. All other value are deprecated. ammoName and bulletType are required MODULE { name = ModuleWeapon .... ammoName = 30x173Ammo bulletType = 30x173Bullet .... Decal Bullet Hits Bullet strikes currently have two sizes for (90mm below / above) This is a very early feature and has much work left to be done (i.e. mapping bullet decals to curved surfaces properly) Explosive Damage @jrodriguez to provide more details on the changes of the explosive detonation code New value of tntMass is replacing all other values for explosive in bullet configuration. For Missiles the following will need to be added, where tntMass should be the approximate real world value of explosive mass the missile contains. MODULE { name = BDExplosivePart tntMass = 27.15 } Compatible Mods SpannerMonkey has graciously allowed me distribute his pre-release updates that are compatible with the Open Beta. Please do not comment on any other thread but here about issues with these parts. Feedback should be provided here in relation to BDA testing only. Do not merge any of these , complete re-installs SMIndustries : Malfunc Weapons : Industries BBDA dev ready SM version HullBreach Compatible with SM Mods : Thanks Test / QA Crew borrowed from @SpannerMonkey(smce) @Azimech @TheKurgan @Wrench Head @XOC2008 Other QA and Mod Makers : @Acea @lancefoxcia @harpwner The Standard Warnings and Notes Use at your own risk, this is a beta build an will have issues. We recommend you test in an isolated copy of KSP. It is possible you could corrupt craft or saves, no guarantees. Always completely delete / replace the entire BDArmory directory Delete your partDatabase.cfg & ModuleManager.ConfigCache before loading if updating the new build Module manager is required New / Daily builds will be posted at We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog Boring demo Beta Release #1 :
  6. For about a year now I've been looking a mod to give space ship/fighters "combat AI" to move ships around, turn guns to face and to dodge incoming fire. Are there any fighter/ship AIs out yet for use with BDA these days?
  7. Who wants to play a game of Kerbal war? STATUS: OPEN! TO DO: Update map, add some rules, update launch site spreadsheet General -All launch sites are based around the sea to the west of the KSC. So I've put together a modlist for KSP 1.3.1 with the following mods: Rules and Map Can all be found here. How to play 1) Message me that you would like to participate -If I acknowledge your message then continue. 2) Download the "Actuallywar" save in the folder KSPWAR/Saves/INITIAL-CAZON-1/ 3) Read over the rules while the world downloads 4) Once you've completed reading the rules and asking any questions I'll send a link with some custom configs for some mods. 5) I've already placed troops at my bases, you may start your initial phase and move on to your first turn. 6) When you've finished your first turn upload the save to the KSPWAR/Saves/ and name it PlayerName-TurnName and we'll go back and forth passing saves from there.
  8. The Tournament With @tetryds permission, BAD-T returns with BADT the Third. Like the last two BAD-T tournaments, this will consist of 2v2 dogfights featuring WWII-vintage aircraft battling around and above sites scattered all over Kerbin. Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to Youtube. Defeat means a craft is out of the running, success means it moves up to the next bracket. Depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost during the first round of fights. To enter, simply create a WWII themed aircraft. Replicas of real-world craft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real WWII-era fighter, it's a valid entry. The following mods are required: FAR 0.15.9 "Leibe" Aviator Arsenal Due to changes in BDA, AA requires a MM compatibility patch. The one I'm using can be found here. BDAc 3.0.0 BAD-T Prop pack ,which requires the FireSpitter .dll Additionally, the following mods are permitted, but optional: B9 Proc wings Procedural parts Take Command (for planes using constructed open cockpits) Adjustable landing Gear DCK Tier 1 Tournament Brackets Lost the first match? No worries; craft that lost the first match move to the second tier Tier 2 Tournament Brackets Aircraft Classes: Entries will fall into one of two categories, Fighters and Heavy Fighters. Fighters are single engine monoplanes. They have one engine. They must have a dry mass of at least 2.5 tons*. They can use up to 100 points worth of engine and armament. Heavy fighters are heavy twin engine monoplanes. They have 2 engines. They must have a dry mass of at least 5.5 tons*. They can use up to 150 points worth of engines and armament. *Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Oxidizer and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass. Points: Weapons cost their diameter in mm*. Engines cost twice their static thrust in kN*. Armor from DCK costs 2 points per 50 kg of armor, rounded up. Ammo is free, carry as much or as little as desired. *This includes decimals – 12.7mm MGs cost 12.7 points each, etc. Rules: - Craft must have no more than 60 parts. -Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret. -No more than six of any one type of weapon. Multiple different weapons is allowed. -Only BADT engines allowed (Widshed, Brutus, Gazelle, Wizard, Buzzer, Foxhound, Falcon, & Jaeger). -No aerospace grade parts allowed; (Ore/RCS tanks allowed as ballast, but not as structural components). -No reaction wheels. Cockpit reaction wheels must be disabled. -Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat. -Constructed cockpits must be safe, something that a sane pilot would want to sit in. -Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Clipping ballast parts into ballast parts is permitted. -If using P wings, keep wing thickness for main wing pieces at least 0.120. -FAR wing strength must be above 0.25 and below 1.5. -Craft must include a visible Communications Antenna – this is AA's combination AI pilot and weapon manager. -AI min altitude must be at least 500m. -Craft should have at least 15 minutes of fuel. -Armor, if used, must follow craft contours. No building an invisible armor bubble around the craft. -All entrants will be required to shoot down a Test Dummy craft to certify flight-worthiness in FAR – this is basically to ensure your craft can take off and do maneuvers without a RUD. Submissions: Craft must be submitted by the deadline, 11:59 PM, Saturday, October 14th. One entry per person. If something goes wrong during submission, or you realize your craft is not rules compliant and needs some changes, contact me via PM. Otherwise, all submissions are final. To submit, upload your craft to KerbalX or similar, and sent me the download link via PM. Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries. F.A.Q. Can i submit more than one craft? -No. Entering more than one craft runs the possibility of your entry fighting another of your entries, and the purpose if this tournament is to see how your craft do against other entries, not your own. I submitted my craft already, but it (accidentally) breaks the rules, what happens now? -If your craft is an illegal design, I will PM you, and give you the chance to correct the design and re-submit. I've updated my craft after submitting it, can I resubmit? -No, simply to keep the logistics of managing entries simple, one submission per person. You can edit your submission's KerbalX upload or similar as long as it retains the same name before the deadline, but no submitting multiple craft. Can I submit a biplane? -No. Biplanes were mostly obsolete by 1940, and the spirit of the tournament is modern WWII era designs. Can I submit a jet? Yes, as long as it follows the construction rules, you can enter one, but keep in mind precision-tuned prop planes will probably out-perform it. I'm bad at building craft in FAR, should I still submit something? -Yes. Sure, there will be some entries that are hyper-competitive, but for the most part, this tournament is aimed at having fun, watching submitted craft fight bravely and die gloriously. The rules said something about constructed cockpits? - Take an External Command Seat and use parts to build an open cockpit around the Kerbal. Just make sure it's a cockpit someone other than Jebediah would be comfortable sitting in.
  9. Sidestrafe2462

    The Sidean Ship Collection!

    My ships! coming soon
  10. Small Naval Vessels in 90s Modern naval weapons by BDA weapon Consist of: Class 054 type “jiangkai II” frigate hull with VLS Class 053 type “jianghu”frigate hull Class 037-II type “Houjian” missile boat hull Class 82-II type "wozhang"minesweeper hull 37mm Automatic naval gun 6 pipe 30mm CIWS HHQ-16 “red flag”air defense missile YJ-83 anti ship missile and launcher Fregat-MAE-5 radar Type 344 radar Big size FLIR for ships Anti submarine rocket launcher Recommend to you: and A Kerwis Team Work DOWNLOAD: Naval Vessels in 90s License: MIT Update in 2018/1/27
  11. Note: the information below is targeted at modders who create/maintain part mods for BDArmory Continued As announced on our release thread, our next release for KSP 1.3.1 will contain, among other things, our Radar & Stealth redesign features. This will impact not only the end-users, but also all parts mods which contain radar parts, either as individual new parts or as ModuleManager patches for existing parts. This development thread here is intended to be used as an "open beta" for this feature, aiming to: get you on board for these new features and give you a chance to experience them hands-on before our release, give you the chance to adapt your parts/patches to the new radar system before our release (so you could be BDA 1.0.0 ready even before we release, if you want), assist you with adaptation and balancing, if you desire, by having an open discussion here in this thread, and of course to receive your feedback on these new features, and most critically if you encounter any bugs / problems / weird behaviours etc. Since our next release will be labelled as "1.0.0" we strive to make this one of the best releases ever, and for this we need and want your involvement! 1) What to expect from this feature: We have extensively rewritten & redesigned the way radar works in BDA. Our goals were to: Balancing/Differentiation: provide more variety of how different radars can be configured and perform in-game, giving different radars a purpose Make stealth possible: support of 1st generation stealth (building with angled surfaces to scatter radar returns), and also 2nd generation stealth (radar absorbent material coating defined for certain parts). Performance and code cleanup: improve performance of the current radar code and clean-up the codebase To achieve this, we are to introduce a number of changes to the current radar implementation: providing a new reflection shader which evaluates the RCS (radar cross section) of a craft. It works similar to the previous "count black pixels" approach, but is more sophisticated and calculates real reflections, making angled surfaces actually work in reducing a craft's rcs. Range and sensitivity will become a thing. While sensitivity actually is already a thing, the fields "minSignalThreshold" and "minLockedSignalThreshold" and their (somewhat) arbitrary values seem to be little understood, making it difficult to balance a radar part to actually behave different from others. These fields are now deprecated and are replaced with a FloatCurve, which defines the exact ranges at which a radar can detect and/or lock/track a specific size of cross section. Discussed in detail below. RWR (radar warning receivers) can receive a radar's ping at twice the maximum detection distance of that radar. Hence, a radar announces its presence to an approaching craft long before it can even detect that craft, making "passive listening" and switching radars (or sonars) off a viable tactical possibility. There is a new guideline how to setup ECM jammers which behave either as traditional "lock-breaking jammers" (break radar locks, but increase(!) your detectability while in use), or as "radar absorbent material" which simply reduce a craft's overall cross section (basically a "misuse" of ECM jammers to achieve stealth effect. While this feature has been in BDA ever since, it was not really documented yet.) To aid a player in designing his craft for stealth, and to evaluate how it is detected/tracked by different radars, a new in-editor plugin window provides a static cross section analysis with visual feedback. finally, some changes to active radar homing missiles, chaff and ECM to balance it in this overall scheme. Quick peek how it'll look like in-game: 2) Changes required to existing radar parts: The previously used fields minSignalThreshold and minLockedSignalThreshold are now deprecated. Your radar needs to define 2 new FloatCurves to define at which range what minimum size of cross section can be detected (or tracked). These new fields are: radarDetectionCurve, and radarLockTrackCurve We DO NOT provide default values or try to infer values from the legacy fields, hence: Your radar part (or MM config) NEEDS an update to work properly with this new radar system! Dont worry, it is relatively easy to do that: we have documented developer guides how to configure your parts. -->See section 3 "Resources" below. we have, as an example, already provided a couple of MM patches for 3rd party mods which you can use as a template. -->See section 3 "Resources" below. we are also here in this thread to assist you with the task That having said, one word of caution: To our mind, the difficulty (or "meat") in this task is not in the DOING, it is in the DESIGN & BALANCING of your radars! We have created this new system so that we can have very different radar parts with very different strengths and weaknesses. Please, carefully choose the capabilities of the part you want to create. Not all radars excel at everything in real life. Dedicated air volume search, target illuminators, multi-band radars, etc. all have their purpose and niche. You can easily create a super-radar which is great at detection and locking/tracking, both versus air targets and versus surface targets. You can also easily make all your radars have basically the same configuration, making them all perform the same. And since it is YOUR mod, you absolutely have every right to do so. Note however, that this is exactly not what we wanted to achieve. We want to give different radars different purposes - like, a Phalanx CIWS integrated radar is great at tracking, but only at very close range, - a marine surface search radar may have a very long range, but can only detect large surface targets and is almost useless against aerial targets, - a phased array 3d volume search & track has excellent range and resolution, but is optimized vs air targets and cannot detect surface targets that well, etc. Have a look at our documentation, part configs, and templates/example configs! 3) Resources for you: 3.1) Before you even go and download our preview release, please have a look at our updated developer documentation:, and particularly sections "1.2.3 Radar configuration (NEW)" and "1.2.4 ECM configuration & stealth". This should already answer a lot of questions. 3.2) Our current preview build for you: (NEW) Preview Build 2: If we update this build we'll let you know via a post here in the forum. (oh, as always you need PhysicsRangeExtender, ModuleManager, and VesselMover is also highly recommended, but as an experienced modder you sure know that... :)) 3.3) Additionally, we have already provided example MM config patches for quite some 3rd party mods (including: SAR, MTW, MTA, bluehawk). File "" as part of the above download! We advise you to download them and use them to get familiar with the new system. WE DO NOT INTEND TO DISTRIBUTE THESE MM PATCHES WITH OUR BDA RELEASE, THEY ARE PURELY FOR YOUR CONVENIENCE AND TESTING! Do with them as you please - use them as-is, incorporate in your part configs, use as a basis, thrown them away & roll your own, ... - it's purely up to you! We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog
  12. Alright, here is the second Modern Fighter Jet Challenge! Now with MOAR REALISM! REQUIRED ADDONS BDArmory 1.0.0 Ferram Aerospace Research(FAR) Advanced Jet Engine(AJE) Kerbal Weapons System (KWS) Dynamic Deflection ALLOWED ADDONS B9 Procedural Wings. DCK Camo AirplanePlus Tweakscale RULES: Engines: Structural/Aerodynamic: Weapons rules. AI limits: General rules No space-grade parts(RCS, reaction wheels, RAPIERS, oxidiser tanks, Radiators, heat shields, etc) RTG's are allowed. No drones No Sci-Fi planes No armor. No unreasonable part clipping. *For those who don't want to have BDA, AJE, or FAR installed* I will put BDA weapons on your craft for you. For FAR, if I can fly properly in FAR (last times second place plane was originally stock, it happened to work in FAR) I will take it. Since the only real user-noticable change In AJE is reduced thrust by about half, I will remove fuel to the minimum for your airplanes class, unless you want otherwise. I will try to keep the CG in the same location. LEADERBOARD: 1. 2. 3. 4.
  13. Dragonwarp

    Flip tank

    I've been working on tanks lately, and I thought that, hey, what if you could flip a tank with another tank's cannon? Rules: 1. The tank that you are flipping needs to survive with no or minimal damage 2. Both vehicles need to have 6 (at a minimum) wheels 3. Both tanks must have a cannon weapon (not a high powered gun) 4. Weapons MUST be from BDArmory 5. The tank to be flipped MUST be upside down or on its side, not just a little hop. Have fun and post the results in the comments!
  14. Since the other challenge has shaped up a bit, entries are now closed discouraged. No point cluttering the forums with multiple threads doing the same. Short form rules - 3v3, best of 3, KotH. BDA+stock, no turrets, max 6 missiles, max 75 (experimentally raised to 80) parts, must be kerballed + Wheaton's law. Long form rules: Current King of the Hill: @NotAnAimbot's MBL F-25BN2 Fencer Battle history: @NotAnAimbot MDL F-25BK Fencer vs @Andetch's ADX G-Type Snubnose - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @exbyde's Berkut-II - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @drtricky's F-42 Invader - 0 - 2 @drtricky's F-42 Invader vs @dundun92's F-10 Striker - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-34 Bullet - 2 - 0 @drtricky's F-42 Invader vs @dundun92's F-1100 - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-60 Super Eagle - 1 - 0 @drtricky's F-42 Invader vs @NotAnAimbot's MBL F-25BN2 Fencer - 0 - 2 @NotAnAimbot's MBL F-25BN2 Fencer vs @Kukler's SU-39 Ripper-C - 2 - 0
  15. Calster804

    BDA War

    Em mods so don’t know if this is in the right section so just move it to whare it should be thanks! MAP: the orange and purple have parts hidden for some reason-not finished still being changed (The red and yellow are already taken, gray orange pink and Wight are non players with very few defences) So me and some other peaple are planing a war series with BDA and some other mods and we need two other players to join and take control of one country. The war won’t start until after Christmas or sometime around that but it will have lots of mods and probably will be very pc intensive. MOD LIST game version 1.2.2 or 1.3 still working on it You need to think of a name and flag for your country and a bit of backstory coment if interested
  16. Hi. I got a question, when i start battle (with bda mod) My planes are always using only missles, no turrets, and i dont know why becouse i think i did everything in action menu. Please help PS. Im form Poland sorry for my bad English
  17. JP_Magoo


    I made a spitfire with airplanes plus, and BD armory
  18. Some early Russian missiles for your extra BDA weapons, including: AA-2 (USSR P-3c missile), AA-4, and two Pitot tubes (it make your jet more like a jet) if you dislike USSR weapons, you could give this missile to your AI enemies; if you like them, enjoy it!‘s Military part Pack License: MIT Sorry for my broken English.
  19. Inter's Bombing Challenge This challenge is now live! There is no definitive end date and there is no scoring/ranking system, so feel free to give it a whack whenever you feel up to this type of challenge. The general idea of the challenge is to use the BDArmory mod weaponry to attack ground targets at designated locations in an assortment of nine scenarios. Most targets are weapon systems that will shoot back at you, hence the challenge. --Rules-- The rules are very extensive and far too verbose for me to put into this post. Please follow these links to the videos I have made which cover all of the rules. You will need to abide by all of them or else risk being disqualified. Furthermore, the files you will need in order to play this challenge are listed as links in these videos' Descriptions. Rule set #1 "How to Play" Rule set #2 "Rules of Engagement" Rule set #3 "Intelligence Brief" < --Winners-- Since there will be no "first place" or "best contestant", what we are instead competing for is Bragging Rights! The following is a list of some of the bragging rights I conceived off the top of my head. I hope this thread's discussion will see additional bragging rights proposed and competed for! fastest aircraft slowest aircraft lightest aircraft heaviest aircraft longest fuel range least amount of fuel spent biggest payload space most munitions carried cheapest armament all guns, baby! strafing attacks only! most received damage without dying ghost assassin (no retaliation) precision strikes carpet bombing longest kill closest kill fastest mission time fewest munitions spent most unlikely-to-succeed craft torpedo Deep Sixer award wingman mastermind brutality / overkill missile dodging exemplary jamming & countermeasures night mode (do the attempts at night) --Conduct-- I hope I don't need to state the obvious but please be polite, be open-minded, be encouraging, be enthusiastic, and do not cheat. Unpleasant people will not be welcome to have a voice in this thread. Thank you.
  20. I cant think of another game where you can build your own aircraft or even spacecraft with great physics accuracy and have the potential to fight them. Sadly there hasn't been a mod that allowed compatibility between Dark Multi Player and BDA since 1.05. Here is the link to that mod if you don't know what I mean: Wouldn't it be great to have somewhat proper dogfights with aircraft you built in KSP? I'm not a programmer or know much about servers, but it seems to me that the people capable of making a mod like this for 1.3 just don't know that this is a possibility. Is somebody working on this or something similar? Does anybody plan working on this? Can or will it be a thing?
  21. this is a new BDA Dogfighter thread. you can host a new section if you want but you have to do the dogfighting and you have to post the video here. @MiffedStarfish is hosting a stock+BDA only section soon and i am doing one with a couple of mods. but for mine, you can have up to 2 fighter jets,1 Bomber, and 1 ground base(You don't have to use bombers or ground bases if don't want to)my brother @dundun92 will be doing a couple more dogfights in his modern fighter jet challenge before he stops. Rules for mine: These rules apply for the modern category(except there are no ground bases or bombers) i am copying rules from the modern fighter jet challenge. Ground bases are not included in these rules(you can build your ground base any way you want) Required Mods RBDA(for those who aren't familiar, it is a branch of bda by @jrodriguez. 1.2.2 version here You can build with regular BDA, but dogfights for mine are conducted with RBDA. Allowed Mods AirplanePlus Vens Stock part revamp Tweakscale If you dont use BDA, just ask me. I'll put on the missiles, radar, cannon, and AI and weapon manager for you. You have to use the the 20mm 6000rpm Vulcan cannon. You may use FAR but I will dogfight them without it. LeaderBoard: My Category: LeaderBoard: The modern category: 1. @NotAnAimbots PLFP-II 2. @53miner53s fighter 3 3. @dundun93s ASW X-18M 4. @MiffedStarfishes F-18
  22. So I've tweaked the airframe of my old F-2 fighter even more, and came up with this one. It's kind of a "re-do" of my F-4 Cobra, which was supposed to be the Su-27 equivalent to my F-2 Predator, which was built for close range engagements similar to the MiG-29. I've added more lifting surface and rebuilt the wings entirely, in addition to clipping a second pair of Panthers to keep reasonable performance for the added weight. Like the real Su-27, this thing is pretty massive, weighing in at 30 tons at full combat and fuel load, like the real deal. However, it's not meant to be an exact replica, and is smaller at 17m length and 11m width, although it does give off a Su-27 feel. Its main role is air superiority, and, unlike the F-2 and F-4, is a dedicated fighter without any dedicated multirole function. Estimated internal range is a little bit above 2000 km at 8700 m altitude and 250 m/s cruise speed, which can be upgraded with drop tanks, although you would have to remove the ECM pods or some armament to save weight. Maximum speed, which is of about Mach 2.5 at full throttle and half tank, is rarely used since it uses the fuel very quickly and reduces range by half. I'm currently trying to develop an interceptor version of this which would use ramjets allowing it to operate at these speeds efficiently, but my F-6 fills that role quite well for now. With ECM pods, countermeasures and sufficient armament, the F-8 can fare pretty well in a BDA AI match against other "aesthetic" fighters, but it's not really a dedicated competition fighter so don't expect too much out of it. Armament is of 8 AIM-120 and four AIM-9 in addition to two M61 Vulcan cannons. Countermeasures are three chaff and three flare pods mounted in the vertical stabilizer. Be careful when flying it, since the controls are very sensible and can easily flip the plane if you smash the S key too much at high speeds. The following image gives a good idea of what the F-8 is capable of. Notice the jet trails. While it's not as crazy as the F-2F+, the turn rate is pretty good for a plane this big. To make high speed flying easier, you can disable pitch control on the canards. Action groups: Fire weapons (Modded version only) Switch weapons (Modded version only) Toggle afterburner Download links: Stock version: F-8 Thunder STOCK.craft?dl=0 BDA version: F-8 Thunder.craft?dl=0 KerbalX page:
  23. Version: KSP OSX 1.3 (Uncertain if 32bit or 64 bit) Mod List: Like some other reports, KSP is about at the end of the loading, when it crashes. A few mods seem to cause this, and a few examples seem to include BDArmory (but not Baha Turret), SM Armory (with SM Industries), and Modular Kolonization System (MKS). The above are the mods that DO seem to work, though adding any of the ones I just listed makes the game crash. I assume it isn't related to memory, because if I remove a big folder like the BoulderCo from Andromeda: Daydream and add BDA, it still crashes. Link to the Player.log
  24. So I can change very basic stuff in BDA but I was wondering how to get it so that a part fires say 8 shots then needs to reaload. The reaload will be it cooling down from over heating but I'm new to configure files and if someone could help I'd really appreciate it. thanks in advance for your help
  25. There was a jet fighter tournament by Jolly Rogers on Youtube a couple of days back. I sent in a fighter to compete, but I wasn't satisfied with it and went back building what I thought would be the best Jet Fighter possible, combing high speed, heavy armor and massive firepower, and here's the result. or It's the best configuration possible, and should defeat any other design when numerically evenly matched. Would anyone like to take up a challenge to prove me wrong?It is built on rules of TAPE's jet fighter showdown and Jolly Roger's plane fight club, so Stock + BDA Parts and no turrets. STATS Max Speed: 780m/s in level flight Max Ferry Range: ~4000 km(circumnavigates Kerbin without drop tanks) Maximum maneuverability: 75Gs Armaments: Dual GAU-8, 8 x AIM-120 ARMAAMs Armor: Resists 1-second burst of Vulcan or Browning at 1000m Dry Mass: 18 tons Maximum Payload: 20+ tons.