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Found 29 results

  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: https://github.com/jrodrigv/PhysicsRangeExtender/releases 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 BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia Papa Joes Soup Github link: https://github.com/PapaJoesSoup?tab=repositories BDAc Development Notes: BDAc Release Notes: 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 https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it
  2. 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 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.
  3. 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: https://imgur.com/a/XwGzm 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: https://github.com/PapaJoesSoup/BDArmory/wiki/1.-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: https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.0.0-preview2 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 "RADARS_MM_PATCHES_v3.zip" 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
  4. 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! https://spacedock.info/mod/1556/Maimico‘s Military part Pack License: MIT Sorry for my broken English.
  5. 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" https://youtu.be/yUua-qlN4yE Rule set #2 "Rules of Engagement" https://youtu.be/iwgPj3oAzTE Rule set #3 "Intelligence Brief" <https://youtu.be/6IqNV0inBrQ --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.
  6. 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?
  7. 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
  8. 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: https://www.dropbox.com/s/axdmgij7qtwledk/MDL F-8 Thunder STOCK.craft?dl=0 BDA version: https://www.dropbox.com/s/91jy32mahwg6zsr/MDL F-8 Thunder.craft?dl=0 KerbalX page: https://kerbalx.com/NotAnAimbot/MDL-F-8-Thunder
  9. 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
  10. 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
  11. 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. https://kerbal.curseforge.com/projects/ultimate-jet-fighter-p-1187-super-dreadnought or https://kerbalx.com/goduranus/P-1187-Super-Dreadnought 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.
  12. 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.
  13. Hereby I proudly present you my first mod - a Point Defence Cannon as seen on MCRN Tachi space corvette in The Expanse TV series. Point defence cannon is essentially a space CIWS. So far I have only fixed model that is just raised on its mount when activated. But I plan to add the one that will retract into special bay eventually, just like the ones in the series. The nicest feature is the inbuilt tracking-only radar with RPM camera built in. If you have Raster Prop Monitor installed then you'll be able to watch your target on MFD screen as the radar tracks it. Download from Spacedock: http://spacedock.info/mod/327/Tycho%20Orbital%20Shipyards%20weaponry Suggestions are welcome
  14. bda orbital weapons

    Im looking for a bda add-on that adds weapons for orbital combat. I was wondering if you knew of one.
  15. This is a BDA tournament with a bit different tournament setup. You must beat literally everyone in a row in order to be declared the King Of The Hill. If someone dies, everyone they killed respawns! TOURNAMENT STRUCTURE: I will randomly pick two living planes from the submissions to do a battle. The loser of a battle is dead. Anyone's entry killed by the loser in a previous battle respawns to fight another day. Battles will always occur if there are 2 or more entries currently alive. The tournament begins IMMEDIATELY as of this post. CRAFT REQUIREMENTS: Keep your planes at 60 parts or fewer. No missiles. This is a gunfight. If you want rocket pods or bombs on a dogfighter for some reason, that's fine. Turrets, if present, must be locked to fixed 0-0-0 position. No drones. These are to be piloted planes. You are however allowed to have secondary pilots or passenger space. No tweakscaling the cockpit. Planes must have radar installed. ANY AI settings are allowed. If you manage to go outside slider limits somehow, that's fine too. Please do not use any of the engines from Quiztech, including the jet RCS thruster, as they are not balanced with the stock meta. SXT engines, both jets and props, are okay. Please do not excessively clip parts. A wing going through a fuel tank is okay. Ten wings and 4 engines clipped most of the way inside a fuel tank is not. You MUST have 15 minutes of fuel at nominal full afterburner. That's 57.4 units of fuel per Juno, 210 per Wheesley, 525 per Goliath, 597 per Panther or Whiplash, and 603 per RAPIER. I'll allow you to round it down by up to 0.5 units of LF. No more. I am completely willing to make you fix a plane because it has 14 minutes and 58 seconds of fuel. If you tweakscale engines, make sure to give them the right amount of fuel. Tweakscale's exponent for engine thrust and fuel consumption is 2.5, so the math is: Fuel needed (tonnes) = ( NewSize / OriginalSize ) ^ 2.5 * Original Thrust (kN) * 900 / ISP / 9.8 So for example, a 2.0-meter-sized Panther needs: (2.0/1.25)^2.5*130*900/3200/9.8 = 9.665 tonnes of fuel. Multiply by 200 to get 1933 units of fuel. This is to power 15 minutes of 421-kiloNewton thrust. Or a 1.0-meter sized Goliath would demand (1.0/2.5)^2.5*360*900/12600/9.8*200 = 53.10 units of LF. Note that changing your engine size has no effect on the TWR of your engine, as the mass scales with the 2.5 power as well. COMBAT SETTINGS: The default competition distance of 8000 meters will be used. Rounds will be 3v3. One battle per round. Best out of one. Any plane which cannot fly or glide is considered dead. The winner should still be able to fly or glide after winning. All deaths count as deaths. The despawn distance will be set to 100 kilometers. If your plane despawns, it is counted as dead. ENTRY RULES: There will be a limit of one entry at a time per person. You may modify or replace your entry at any time. Post here to replace your entry with a link to the new one. I will check this thread every time I'm about to run a new fight. Modifying a dead entry replaces it and the new entry remains dead. Modifying a living entry effectively kills and removes your previous one and spawns in your new one. If your old version has killed any planes, they are re-spawned as well. You must build your own vehicles for your entries. No modifying someone else's. If your entry has been dead for 72 hours, I'll allow you to withdraw your entry and submit a new one which starts alive, with the stipulation that it must be a new aircraft that has never competed in this challenge and not a modified version of your previous entry. Submit your entries here. MOD LIST: BDA continued https://github.com/PapaJoesSoup/BDArmory/releases SXT continued https://github.com/linuxgurugamer/SXTContinued Quizztech continued http://spacedock.info/mod/836/QuizTechAeroPackContinued -Remember, don't use the engines! Aviation cockpits http://spacedock.info/mod/658/Aviation Cockpits Tweakscale Github -Don't use this on your cockpits! HALL OF FAME: I'll be posting all Kings Of The Hill in order here, as well as how many planes they killed to get to the top and how many challengers they've beaten, as well as which new plane eventually killed them. I'll have a second leaderboard showing number of battle wins and losses of each contestant. I'll also post the status of the competition as a whole, which planes are alive, which planes are dead and by who, and which entries have been dead for 72 hours. There will also be uploads to YouTube of each battle, although I may decide to trim them or speed up the boring parts if, say, both planes run out of ammo and orbit in the sky for hours. Current entries: Pds314's xFA Iridium: https://kerbalx.com/pds314/xFA-Iridium . - currently alive. DoctorDavinci's O' Revoire: https://kerbalx.com/DoctorDavinci/O-Revoire - currently dead. - Killed by Lepidoptera Cherensis drtricky's Dorito: https://kerbalx.com/drtricky/The-Dorito--competition5-gau - currently dead. - Killed by Big Momma Eidahlil's Lepidoptera Malvae https://kerbalx.com/juzeris/Lepidoptera-Cherensis - Currently alive with 1 kill. Triop's Big Momma IV: https://kerbalx.com/Triop/Big-momma-IV - run with 150 extra LF per wing for legality. - Currently alive with 1 kill. K/D leaderboard: Triop's Big Momma IV: 1 win, 0 losses. Killed leader! drtricky's Dorito: 3 wins, 1 loss. Once a King! DoctorDavinci's O' Revoire: 1 win, 2 losses. 1 perfect game. Eidahlil's Lepidoptera Cherensis: 1 wins, 1 loss. (1, 0 in current model) Pds314's xFA Iridium: 0 wins, 2 losses. Kings of the hill: GMT: 10:40, 12/4/2016 to 6:30 12/6/2016: drtricky's Dorito - killed 3. - Killed By Triop's Big Momma. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ My entry: https://kerbalx.com/pds314/xFA-Iridium Battles so far!:
  16. On behalf of the BDAc team and development group, I welcome all prospective entrants to this BDAc challenge! The start of the skirmishes shall commence on December 1st, 2016 and will hopefully be completed before December 20, 2016. I will be on holidays from the 21st until the end of the month. If the challenge does not conclude on December 20th, they will recommence until completion on January 1, 2017. From this post on everybody has 12 days to build, fine tune, and submit their planes. The rules as agreed upon: -One submission per applicant -Battles will be 3 vs. 3 round, best of 3 skirmishes . This will be a simple elimination setup. You win a battle, you progress. You lose, you're out. Ties will be delt in a overtime round. If the plane(s) lands intact due to expiration of fuel resources that will count as a loss since your plane will not be able to defend itself. -All planes will be flightworthy. -All planes will be able to taxi down the runway or dirt in a straight fashion. If your planes like to do the wing-slap-shimmy with the dirt or pavement, don't submit it. If it happens during a battle, it will be counted as a loss. -All planes will be tuned to your best abilities at the point of submission either by DropBox or KerbalX. Once your plane is submitted, it will be considered a final draft. -All planes will have the BDA AI and Weapons Manager in plain sight (pardon the pun), preferably on top of the fuselage or airframe. If I have to go looking for them......well, that results in bad Karma, Ju-Ju, or whatever you call it. It's poor manners for the tournament host. Besides, I might have to check on things. -Any AI or weapon manger settings allowed. You are tuning the AI to your plane. Do what you have to. Same with the Weapons Manager. -All BDA guns allowed. NO MISSILES THIS TIME. Rotating turrets will be locked down to 0-0-0 configuration, pointing forwards. I will check. -There will be a hard minimum of 750 metres ASL AI configurations. No maximum ASL altitude limit will be imposed. This is to prevent dirt poisoning or SDT (Severe Deceleration Trauma) mishaps (hitting the ground). -All contests will be within the default 8,000 metre arena. Use this as a yardstick for building your planes. -All planes will be inspected so they have the stock SQUAD parts and the following mods (links will follow): --SXT continued https://github.com/linuxgurugamer/SXTContinued --BDA continued https://github.com/PapaJoesSoup/BDArmory/releases --Quizztech continued http://spacedock.info/mod/836/QuizTechAeroPackContinued --Aviation cockpits http://spacedock.info/mod/658/Aviation Cockpits?ga=<Game+3102+'Kerbal+Space+Program'> --Procedural Dynamics (wings) https://github.com/Crzyrndm/ProceduralWings/releases --Procedural Parts (airframes, tanks, etc) https://github.com/Swamp-Ig/ProceduralParts/releases --Tweakscale Github NO OTHER MODS WILL BE PERMITTED. -FAR or NEAR not approved. Stock game physics only this time around. We shall see in the future. -Default G-limits on planes and Kerbals in full effect. You can build whatever you want, but the pilots have to live until they die (morbid, but true) -Any planes that use Tweakscale on the cockpits will be disqualified. Tweakscale renders the cockpits and other manned structural parts unmannable. If your design calls for a .625m cockpit the before mentioned mods have those in their parts inventory. Same with 2.5m cockpits. Use the proper cockpit for the job. -Tweakscale on engines permitted, however this may not be an advantage due to thrust, fuel consumption, mass, etc. It will be up to the participant to design their plane with this in mind. You have been advised. -All planes will have a minimum of one Kerbal. -All planes will have a maximum of 2 engines -All planes will have a minimum of one BDA Radar unit installed. -All planes will have a maximum part count of 50. That should be plenty. -All planes will have sufficient fuel for a minimum 15 minute flight at maximum throttle. This includes Afterburners. Dogfights with evenly matched planes have been known to last quite a while. -There is no minimum or maximum mass on the plane. -There is no minimum or maximum speed requirements, but it's preferred that your plane can do at least Mach 1.1 for a decent mass-to-thrust ratio. - There will be no hidden wings installed inside the fuselage, UNLESS IT CAN BE PROVEN THAT IT'S A NECESSITY FOR THE STRUCTURE OF THE PLANE. That means no shoving 20 wing surfaces in the space of one using the debug menu to do it. That will be an instant no-fly.
  17. KERF blasters.Mod request.

    So i have another idea but this time its time to have some fun and a safe way to have a war without loosing kerbals. By adding Kerbal.Entertaining.Rocket.Foam(the kerbal equivalent to NERF) or KERF for short.
  18. 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!
  19. The mekha tengu challange.

    Is it a spaceplane? is it a rover? no its THE MEKHA TENGU CHALLANGE! Koviet engineering korps is looking to see if any kerbal is smart enough to make a hybrid spaceplane/rover that can cut down the pollution that is caused by multi staged interplanetary launches and a rover that can be returned back to kerbin,and be used as a gunship for a(totally fake) war(that does not involve nuclear weapons and napalm). WINNERS WILL BE DECIDED BY A RNG. RULES: 1.post screenshots 2.can have very witty names 3. must use BDA for weapons 4. list mods used(if you are using any modded parts that are not from BDA)
  20. So, I have recently been informed that a lot of the top mods currently aren't compatible with the newest 1.2 update of KSP. I was wondering how could one go about reverting my game back to 1.1.3 or something. I am using steam I honestly could care less about most of my saves I have a boatload (more like an intergalactic capital ship turned into a cargo ship full kind of boatload) This is mostly in the name of BDArmory Thanks in advance, -lococarl, over and out. **P.S.: Here's what's in my GameData folder: 000_USITools (Miscellaneous plugins and such for USI mods near bottom of list) BDArmory (RIP BDA, no parts show up in 1.2, really itching to try for first time) CommunityResourcePack (No idea where I got it from) Eskandare_Heavy_Industries [CVX (Only having problems with launch)] ExtraplanetaryLaunchpads (Out of date) Firespitter (Not my favorite, pretty janky if you ask me) JSI [RasterPropMontiter (I guess it's working)] KAS (Haven't figured out how to really use it yet, for lack of trying) KAX (Has fallen by the wayside because of KSO) Kerbaltek [Hyperedit (Working)] KIS (Haven't delved into its wonders at all yet) KSO (Love it very much, 99%* working) SHED (Haven't used yet but works) SM_Marine (Only having problems with launching boats) SmokeScreen (Due to dependencies, also have no idea what it does) Squad (Stock) TweakScale-master (Fully functional) UmbraSpaceIndustries (Akita, FX, Karibou, Konstruction, and Malemute) VanguardTechnologies (EVA parachutes and ejector seats, haven't booted game with it yet) VesselMover (Tab not appearing at top of screen, I call it not working) WildBlueIndustries (Buffalo MSEV, haven't booted game with it yet) Hope someone can inform me on what I'm doing wrong with some of these or how to use them. *There are some screwy things in KSO (ie.: physics loads for already landed helicopter from previous flight with engine left on and it spins and flips all over and blows up).
  21. "Libertate per Tela Superior" THE CHALLENGE: Build an Airborne Heavy Weapons Platform (AHWP). Pit it against other AHWPs for amazing battles of incredible destruction. Inspired by @Adelaar's M-GS-1 'Liberator' build. What's an AHWP? An AHWP is a VTOL aircraft so heavily armed that "heavy gunship" is no longer sufficient to describe it. It is somewhat subjective, but a good rule of thumb for making AHWPs is to decide the armament first, and then build the craft around that. It must be VTOL. If it's fast/maneuverable/doesn't overly lag your game, that's a bonus. Are mods allowed? Yes. BDA is required, and other mods are allowed. If necessary, custom parts may be used only for the VTOL lifter engines. This is due to the fact that most engines will likely be insufficient to lift some AHWPs. Stock is, however, not discouraged. In fact, stock is somewhat cooler due to the limitations one has to work with. However, if you need Infinite Fuel/Electricity/RCS for functionality, it does not qualify as a submission. BDA Infinite Ammo is allowed, but not encouraged. Throttle Controlled Avionics for VTOL balancing is allowed, but not encouraged. Kerbal Joint Reinforcement is recommended. Submission Guidelines: Post a picture/album of your AHWP and it's armaments list. Please add a KerbalX download. Multiple entries are allowed. List of Known AHWPs: 1) @Adelaar's M-GS-1 'Liberator' Battle Cruiser- The original. Mostly Stock. Form Factor: Gunship. Classification: Heavy AHWP. 2) @njmksr's ACV-270 'Freedomizer'- Bringing good old-fashioned American FreedomTM since 2016. Mostly modded. Form Factor: Gunship. Custom lifters. Classification: Ultra-Heavy AHWP. 3) @drtricky's ABH-41 'Titan'- Stock, with the exception of BDA. Form Factor: Gunship. Classification: Medium-Light AHWP. 4) @andreasblom's KH-3000 'Flying Tank'- Mostly Modded. Form Factor: Helicopter. Classification: Light AHWP. 5) @drtricky's ABH-17 'Civilizer'- Stock, with the exception of BDA. Form Factor: Gunship. Classification: Heavy AHWP. 6) @stickman939's 'Devilmaker' Helldiver-Class HWP- Your framerate will drop about as low as the morale of your enemies. Mostly Modded. Form Factor: Battlecruiser. Classification: Ultra-Heavy+ AHWP. 7) @ScriptKitt3h's Olympus Mons-Class AHWP: Work in Progress. Stock, with the exception of BDA. Form Factor: Battlecruiser. Classification: Ultra-Heavy AHWP. 8) @drtricky's USHS Majestic: Because there's nothing that can't fly if it has Moar BoostersTM Mostly Modded. Form Factor: Battlecruiser Literal Warship. Classification: Ultra-Heavy+ AHWP. Leave your submissions in the thread below! Special thanks to: @Adelaar for inspiration, @BahamutoD for BD Armory, @Papa_Joe, @DoctorDavinci, (and the rest of the BDAc team) for keeping BDA alive, @SpannerMonkey(smce) for Spanner's Boomsticks and for general awesomeness and also for hosting battles.
  22. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  23. When I try to use the new version of BDA with KSP 1.1.3, I paste the BDA folder into the GameData folder and install the game. The parts appear, but when I launch any craft, the screen is black. When I pause then unpause, the camera starts spiraling and zooming out. Am I doing something wrong, or are the two just incompatible? Thanks!
  24. K-22

    My F-22 design, dubbed the K-22. Uses QuizTech, NKD, BDA. Pretty maneuverable, for its ridiculous count of missiles. (Would post a picture, but screenshot isn't working lately) Looks Bad*ss, didn't put the JDAMS on because it would look bad, and make the plane impossible to maneuver. DOWNLOAD: https://www.dropbox.com/s/zdnruuymhtqygow/K-22.craft?dl=0
  25. Bd armory

    I have installed BD armory correctly and when I land a plane I cant go to space center when I click it would do nothing can someone help.