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Found 8 results

  1. Hello! With LOTS of help from a certain Monkey with a wrench( @SpannerMonkey(smce) ) I've put together this small pack of parts with more in the works. Most of it centers around parts for the Ju-87 'Stuka', a WW2 Era German dive bomber, with some other small experimental bits i did with .50BMG's. So far only the Bordkanone 3,7 and the Stuka's landing gear are in but i intend to add more later. Known Issues (1) - Landing gear like to bounce on landing and deceleration on the ground, working on fix Dependencies (1) - BahamutoD Armory continued Pictures: (In game/finished) (Not finished/WIP) Download: Politically Motivated Salvaged Parts [snip] (Footnote: i do not intent to offend or glorify the atrocities that became of WW2 nor do i glorify either side. alot of this is satire, thank you for reading and not screaming at me)
  2. Hello There! The mod uses BDarmory And Firespitter Plugins. This is the temporary or not thread for my mod, because the forum derped. I know that there is aviators arsenal who has the same weapons as me, yes thats true but his weapons are just little pods sticking out of the wing , i wanted to have the full weapons so you don't put guns into tiny wings and see that guns are larger(or smaller when you think. I was not trying to make the models to accurate becouse a) this is the first time me modeling absolutely anything. b) it's KSP. Download From <snip> Download From <snip> Weapons list: License You can Click da like button if you want to
  3. Please note that Physics Range Extender is a required dependancy for BD Armory Continued See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is to NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: Also, to correctly install BDAc, first download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN And in regards to support, KSP.log please (as well as BDAc version, KSP version and modlist) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci 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
  4. 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 SXT continued Quizztech continued -Remember, don't use the engines! Aviation cockpits 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: . - currently alive. DoctorDavinci's O' Revoire: - currently dead. - Killed by Lepidoptera Cherensis drtricky's Dorito: - currently dead. - Killed by Big Momma Eidahlil's Lepidoptera Malvae - Currently alive with 1 kill. Triop's 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: Battles so far!:
  5. The premise is simple ... Destroy Team B in one mission with extreme prejudice There are 2 floating Jernas Turrets just off the coast of the KSC. There are also 3 ground based Jernas Turrets located to the North, West and South of the KSC as well as one AI Drone at the Island Airport ... All the Jernas Turrets are armed with 4 AMRAAM's each Download the save file, play it, record it or take screenshots and post your results here ... Links to the most notable entries will be posted below in the hall of fame BDAc is required but any mod is allowed ... you are playing on your system after all SAVE FILE: Challenge - YOU'RE SURROUNDED.sfs?dl=0 Take a crack at it ... I only managed to take out 3 of the 6 targets with 3 of my Manta GAU's using just BDAc and the Wing Commander module (I highly recommend consulting the in game KSPedia to familiarize yourself with Wing Commander so that you can utilize many craft at once on your attack runs) HALL OF FAME @SpannerMonkey(smce) - @Eidahlil - - Your name here
  6. 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 --BDA continued --Quizztech continued --Aviation cockpits Cockpits?ga=<Game+3102+'Kerbal+Space+Program'> --Procedural Dynamics (wings) --Procedural Parts (airframes, tanks, etc) --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.
  7. Due to the public backlash surrounding the newly designed ground launched BGM-86 Cruise Missile, it was decided by the military branch of the KSC that the prototype would be destroyed immediately and all data surrounding it wiped from the record So all the info was erased from the computers and all the schematics were shredded, every bit of information was scrubbed from existence (sometimes you can catch a whisper of 'The Missile That Shall Not Be Named' muttered under hushed voices in the halls of the KSC ... getting caught talking about it is punishable by flames and salty tears) However there was a problem ... It hadn't occurred to anyone that the missile itself needed to be destroyed so they just left it stored at the island airport and when a disgruntled KSC employee by the name of Waldo went postal, management wasn't prepared for what was in store for them ........ ........ this time it is Waldo who is looking for them! ------------------------------------------------------------ THE MISSION The 'Missile That Shall Not Be Named' prototype is at the Island airport and Waldo Kerman, with the help of his minions, is trying to activate and launch the missile at the KSC - It must be destroyed before they can hot-wire it (they're looking for a paper clip) There are 4 turrets defending the area as well as 2 mini drones on the runway with one being inoperable (needs a paper clip) Your mission is to obliterate the missile and anything that stands (or fly's) in your way (as well as any paper clips) RULES - 2 crafts allowed with no cost restrictions Craft #1 - 70 parts Max (must be Kerbaled) Craft #2 - 50 parts max (can be a drone or Kerbaled) - Altitude settings must remain at default (1500 and 500 respectfully) ... All other settings can be changed - No Turrets of any kind - You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' (Toggle Guard Mode and Toggle AI Pilot respectively) - Your craft is designated as Team A - YOUR CRAFTS MUST BE ABLE TO LAUNCH AND ATTAIN STABLE FLIGHT UNDER AI CONTROL - You must upload your crafts to the 'It's Waldo's Island' hangar on KerbalX ... Mods Allowed: BDAc - BDMk22 - I will record and post video's of each challenger from launch to beautiful disaster on YouTube for all to revel in the glorious destructive ability of BDAc HALL OF FAME 1- TBA - THIS COULD BE YOU 2- TBA - THIS COULD BE YOU 3- TBA - THIS COULD BE YOU 4- TBA - THIS COULD BE YOU 5- TBA - THIS COULD BE YOU
  8. Hi all We at the BDAc Development Group have decided to begin issuing Official BDAc Team challenges As 1.2 is in pre-release and our coding group are busy squashing bugs, we will not be issuing challenges for 1.2 just yet ... However, in the interim we will be posting an AI challenge for 1.1.3 in the coming days to tide us all over until the pre-release is finished and we have squashed the bugs that have been found with BDAc in KSP v1.2 We also would like to inform you that we are assembling a challenge team to assist with hosting AI battles as well as testing bugs and experimental builds of BDAc ... Feel free to PM myself if you wish to be involved Anyways, the point of this thread is to let all our fellow Kerbo-nots on this forum know that the BDAc team have been planning out some challenges for you guys/gals and to also have a discussion concerning what sort of challenges you would like to see Thoughts or ideas? ... Suggestions? The floor is now open