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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 DO 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 from the BDAc releases link posted below (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, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... 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 @TheKurgan 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 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. Please note the following mods also require the installation of SM_Industries SM Armory, SMI Missiles and Launchers, SM OST and T , SM AFV's Failure to install SM Industries will result in names and descriptions being displayed incorrectly and other related features will not work Download SM Industries Latest Update v0.99.99.93 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.X and BDA 1.2.X ONLY The original BDA expansion contains over 100 items to enhance your military might from 7.7mm WW1 machine guns to modern CIWS systems , WW2 field guns to 152mmAGS turrets there's a weapon for every eventuality With SMA now containing 100 parts it's time to go for V1 and full release,SM Armory is also to my mind complete and as such very little will be added, however my intention is to make extra packs to add on if the user wishes, rather than forcing and increasingly large download This version includes the impossibles, things that were thought impossible to create with BDA. These turrets ALL designed for CIWS use feature rapid fire cannons and AA missile rails. Also as usual are loads of normal turrets some based on fantasy , some on reality, but wherever the inspiration came from I've attempted to make them relevant to the Kerbal world. With notable and deliberate exceptions everything here is appropriately powered for Kerbal Kombat. I've also spent a good amount of time making sure that they work with SM Marine and The Large Boat Parts as i find that's the situation in which most of these will be used Some of the latest additions Current Items that made release, constantly subject to testing and response SM_Armory for KSP 1.3.1 Notes NOT installing the SM_Industries folder will mean that parts may not appear, strings will be nonsensical and mod performance will be reduced On installation you will notice that the mod contains an extras folder. In this folder you will find the Secubots security robot turrets, A weapon probe for connecting to turrets for standalone use, meant for use with the field guns, the pirate ship cannon and the 88. Also included is a filter extensions addition simply unzip and merge with filter extensions to get advanced sorting of SMM products Links to original Boomsticks post -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SM AFV's KSP 1.4.X BDA 1.2.X Only v0.9.14.00 The T90 and New Tracks Update 17 new sets CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks Current Release KSP 143 and BDA 1.2.1 onwards v0.1.2.0 download from github v0.1.2.0 download from SpaceDock SM_OSTandT SM Old School Turrets and Tanks REQUIRES INSTALLATION OF SM INDUSTRIES DOWNLOAD SMI FULL LICENSE DETAILS SM Old School Turrets and Tanks pre 50's military vehicles A rebirth of OST and OST Redux into a proper mod Features complete hulls and turrets for various tanks CONTENTS ALL HULLS COME WITH BASIC iVA FOR UP TO 4 CREW FLAK TURRET --------------------- IS 122 TURRET IS122 HULL GREEBLES ------------------ KERMINOV K17 THE FIRST KERBAL TANK ---------------------- KV1 TURRET KV2 TURRET KV SERIES HULL --------------------------- LOL TRAKTOR TURRET LOL TRAKTOR HULL LUCHS TURRET ------------------------- M4 SHERMAN HULL 75MM TURRET 105 HOWITZER TURRET --------------------------------------- M60 PATTON HULL STANDARD TURRET UPGRADED TURRET CUPOLA TURRET ------------------------- JU87 GUNPOD PANTHER TURRET ----------------------------- PZ4 TURRET PZ4 HULL -------------------- T34 TURRET T60 TURRET _____________ TIGER 1 TURRET TIGER 1 HULL SMI Missiles and Launchers KSP 1.4.X BDA 1.2.X ONLY V0.02.0 Contents of 1.4.3 update BoomsticksLegacy Boomsticks is currently under License: All Rights Reserved Old School Turrets and Never Enough Dakka With the uploading to SpaceDock or NED and OST I have decided to roll all the support and development into one thread, this should enable me to hear of and fix any issues ASAP. Although there will be little further development on these two packs( unless requested) I will continue to improve both function and appearance on all items, and of course I'll keep them working I have received some interesting other items in the assets i received from the original author PrototypeTheta and this will also make an appearance shortly THE NED REDUX RELEASE Works in 1.22 Old School Turrets Redux release Works in 122 Album link Note concerning issues. There is now a git repository for SMA in order to access and provide a hard record of any issues that occur, as the modlist grows the more i find i'm forgetting and it makes sense to do something proper for a change . You can find the issues reporting page at the following location Thanks as always to @gomker @XOC2008 @DoctorDavinci @TheKurgan and occasionally @colmo for testing bug hunting and sanity preservation Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  3. Large Boat Parts Pack KSP 1.4.x V3.9.3 BB2 and BDA damage overhaul IMPORTANT Please read post below before downloading or installing ALWAYS USE LBP IN CONJUNCTION WITH KJR (KERBAL JOINT REINFORCEMENT) STRUTS AND AUTOSTRUT ARE TOTALLY INEFFECTIVE ON OBJECTS OF THIS SIZE LBP now shares a unified EN_US dictionary with all other SM mods , this dictionary comes in the form of a folder called SM_Industries, this is not an optional install, this folder must also be installed, before reporting part name and description autoloc errors check you have installed everything required ALL required parts are included in the update download This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. LBP has a new home, nothing else has changed, the management is the same the ships are the same. A new thread was needed in order to be able to update the first post, in order to notify of updates etc. I would also very much like to see some contenders for a featured ships gallery, ships considered should be well built and balanced in construction not just a gun fest please. Ships Gallery very pic heavy Attribution-ShareAlike 4.0 International Companion mods Thanks as always to @gomker @V8jester @XOC2008 and occasionally @colmo for testing bug hunting and sanity preservation
  4. SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included SM Marine NEEDS the SM_Industries plugin and localisation dictionary in order to function correctly It is important to have the version that matches the release, mismatched versions will result In Autloc text being displayed and parts may not appear SM_Industries for a latest releases can be found at the link below What is SM Marine? primarily its is a selection of parts and equipment to make your ships look more like ships, including better looking bridges with limited IVA, working radars, propeller drive systems, masts and antennas, I even found the time to add a few one part hulls As you may know I've been developing weapon mods forever and even as long ago as 0.16 I had working boats and submarines. upon my return I noticed a proliferation of boat mods and thought cool I like boats and ships a lot, i tried them and non of them fitted what I wanted, they were either too big, too complex or just not Spanner. So i started making a small selection of parts to make them more to my taste, along the way i dipped into my many years of experience in the marine industry and way too many hours spent on sea trials and made some hulls, that according to those who have tested them are some of the best behaved hulls in the game, naturally I'm biased. None of the parts are huge but they are all tweakscale prepared, so should you desire they can be huge . Typhoon and main cmd center IVA And its not all military Changelog Notes on functionality All radar units included in this mod require BD Armory in order to function. ALL drive units require a recent copy of the Firespitter DLL to be installed, without firespitter there will be no engine sounds. Would very much like a standalone version of the engine sounds functionality Propeller effects are provided by stock modules as is engine reversing. Extending Radar and small Radome the unit is telescopic and also includes a targeting camera, The fwd or neutral position is marked on the shell by use of a yellow line There are 3 types of anchor included all types work as anchors when attached to a KAS winch mount, in addition anchor 4 will activate the AirAnchor functionality of the HL airships airpark modules ( working on a standalone version for this mod) All structural parts will and should sink, please let me know if you find something floaty that should not be. Drive Units and rudders have 0 buoyancy. Each hull carries a small amount of ballast space, each Bridge unit has a pump for filling and emptying the ballast space. The drive units power scales with size so it is possible to overpower all the hulls should an overly large drive size be chosen, for best results keep scales in parity. The Rudder. do not be tempted to add several rudders in order to quicken steering, due to lift in certain circumstances now providing speed it is possible with multiple rudders to induce uncontrollable handling characteristics. The hulls steer at an acceptable rate for the size and mass All of the hulls has RCS thrusters acting as fine position and maneuvering thrusters, these are powered from ballast stored in the onboard tanks, To activate RCS you will need to pump some ballast into the tanks then activate RCS as normal, no ballast = no thrust All drives are intended to run on Intake Air and liquid fuel, the included intake mast will provide enough air for fairly large scales of engine, this part is also scale able For ease and simplicity of use the bridge units carry small generators for LF IA and EC And as a bonus all parts work well with other ship mods especially the Large Boat Parts pack that i am now maintaining while Laythe is otherwise occupied The new small hulls are not currently balanced for HullBreach, they are a lot more delicate than the LBP parts and balancing is a time consuming process, As soon as the balancing is properly achieved the cfg's wil be added to HullBreach. The larger hulls are almost there and will sink with cfg's included in HullBreach The Tug can attach to any other vessel using the included grab parts, styled as a push bar and truck tire these function exactly the same way as the stock Klaw. To use mount the chosen type on your craft, once launched, select arm, this will raise the visible contact pads. To attach to another vessel approach should be around 1m/s any slower and it will not trigger, any faster and you may bounce off before the module can grab the other vessel. To release select release from the gui. Most ships in LBP can be moved by two tugs 1 at the stern of the vessel to be moved and one attached via the Truck Tire klaw to the side of the vessel to be moved just forward of midpoint. this forward tug provides steerage Craft Files Basic Builds Special thanks go to @gomker @XOC2008 @V8jester without whom the mod would not be as neat as it is , and thanks to all the others who've presented ideas, random thoughts which have become a reality Download from SpaceDock other downloads available shortly GitHub Requires SM_Industries Dictionary assembled and created by @gomker SM_Industries EN US Localisation Dictionary Now available stand alone airpark works with the NEW ship main anchor Mods that are considered essential in order to fully use every item in this mod and Other Ship and Boat related useful mods and addons see below ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi all A Note concerning issues. There is now a git repository for SMM in order to access and provide a hard record of any issues that occur, as the mod list grows the more i find I'm forgetting and things that should be dealt with are slipping between the cracks. Therefore it makes sense to do something properly for a change . You can find the issues reporting page at this link NOTICE SM Marine is published under license type All Rights Reserved please do not relist or distribute this mod in any form, via any medium or service without my express permission. Hi all yes the button is new, i don't ever expect anyone to bother, you are certainly not obliged in any way, I was asked by several people this week, if there was a donation button in order to show their appreciation, the wife saw the requests, and after a some discussion i have given in and added a donation facility
  5. KTech Download at the bottom of this post. This mod adds a few weapons and items from Star Trek and Star Wars, as well as a couple of new and original SciFi weapons like a Space missile and a super powerful Rail gun. Some of these parts are super OP, and are meant for pure unadulterated fun and destruction! Star Trek: Photon Torpedo - Functions like the HE-KV-1. It is radar guided with built in RCS, it can maneuver in a vacuum and has a 1000km range. Federation Phaser Turret NX Class Phaser Cannon Klingon Phaser Cannon Star Wars: R2D2 - Advanced probe core with MechJeb capability, and full BDAc weapon manager! Turbo Laser Cannon Turbo Laser Turret (almost too OP, may change) This is not copied from another mod, the cfg and sound is original. I did however get the idea from @Aerolfos, creator of Future Weapons The following 3 weapons are also from SpannerMonkey(smce) X10 Laser X10b Laser X10 Double Laser Original: Rail Gun Turret - Three skins available Stock, Canadian CADPAT (replica), Snake and Dragon Scales (with texture switching provided by SM Industries), this is an extremely powerful Tank style/turret mounted rail gun, with a muzzle velocity of 5km/sec and a range of 150km!! Truly Devastating!! S1 Space Missile - Three color options (if SM Industries is installed) Functions like the HE-KV-1, it's a radar guided space missile with built in RCS, can maneuver in a vacuum, has a 1000km range, and can survive re-entry! Space Radar - *Most important part!! This is needed for super long range targeting in space, has a 1000km range, and will only function in a vacuum or in extremely thin atmosphere above 27,000m. Dependencies: BDArmory Continued or higher. Optional Dependencies: For S1 Space missile and Rail Gun texture switching, you will require SM Industries For R2D2 MechJeb functionality, you will need MechJeb2 Model creators: @SpannerMonkey(smce) - The Two Phaser Turrets, Photon Torpedo, Modifications to R2D2, RailGun Turret, S1 Space Weapon, TL Cannon, and the line of X10 Laser Cannons. @BahamutoD - Original creator of BDArmory. BDAc Models used in: Space Radar, KE Round Box, Klingon Phaser Cannon, and the Turbo Laser Turret. @Devo - R2D2 Model. Special Thanks: @DoctorDavinci For your work on the Space Radar plugin (now part of BDAc) and for answing so many of my questions! @jrodriguez, @Papa_Joe, @gomker @Eidahlil for implementing every single fix and tweak I have asked for (especially the radar modification)... you guys are truly spoiling me! Cheers guys! This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Source files Change Log: NOTE: Only for BDAc or higher! Github Dropbox SpaceDock
  6. SpannerMonkey(smce)

    [1.4.3 v 1.2.3] SM_Stryker BDA 1.22

    SM Stryker Armory and Aerospace combined Continued from the fine start by @strykersm link for prvious version 122 SM_Stryker Aerospace and Armory KSP 1.4.3 BDA 1.2.1 ONLY This update brings you Updates and fixes to IVA's 2 level IVA for JSI/RPM and stock ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Classic S(spitfire look alike), Classic FW(fw190 lookalike) P60 night fighter (both ends), B29 cockpit with 4 seat IVA, Val style twin seat fighter bomber cockpit with twin seat IVA, BF109 full, found and completely restored from a very early version of Stryker, Wings, in straight and elliptical form, Spines to blend in BF cockpit, 2.5 x 2.5 and 2.5 x 5 mtr bomb bays, DCK config for all reworked version of Baha's MK2 Lightning cockpit in two versions. both suitable for stock MK2 connections Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) , period styled engines for FW x2 P60 nightfighter and Classic S x2 AT this point I intend not to add anything new, but will continue to update overhaul and enhance as time goes on and my texturing skills improve . All included parts are based on the originals by @strykersm. who has kindly given permission for this continuation changelog emergency download CC BY-SA 2.0 parts This KSP Mod incorporates code from a part of USITools called PartCatalog.cs and is used under the GPLv3 License.
  7. 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
  8. 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.
  9. 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
  10. 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 :
  11. 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?
  12. 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.
  13. 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.
  14. Sidestrafe2462

    The Sidean Ship Collection!

    My ships! coming soon
  15. 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
  16. 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.
  17. 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!
  18. 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
  19. 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
  20. 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
  21. JP_Magoo


    I made a spitfire with airplanes plus, and BD armory
  22. 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.
  23. 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.
  24. 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?
  25. 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