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Found 14 results

  1. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod 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: https://github.com/jrodrigv/PhysicsRangeExtender/releases 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 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: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues BDAc Multiplayer Release Links: https://github.com/jrodrigv/BDAMultiplayer/releases Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases BDAc Familiy Mod Links: https://github.com/PapaJoesSoup/VesselMover/releases https://github.com/jrodrigv/BDModularMissileParts/releases https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases https://github.com/jrodrigv/DestructionEffects/releases https://github.com/jrodrigv/CameraTools/releases https://github.com/PapaJoesSoup/BurnTogether/releases https://github.com/PapaJoesSoup/BDMk22Plugin/releases BDAc Release Notes (latest only): BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It 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 BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  2. BDarmoury was THE weapons mod for Kerbal Space Program. With a sequel coming up, it will be interesting to see what gets improved. The original mod was good, but the variety was a little low. Also, there were no space-based weapons or items, apart from that one missile (if you were going to add 1 thing specifically for space, why not add more?) One of the features I am most excited about adding to BDarmoury will be colonies. The potential the has is massive. Firstly, it will be possible to set up colonies, then go to war with others. This may add an interesting aspect to the mod, especially if unique mechanics are integrated to facilitate this. Another thing that is harder but wayyy cooler is extra structures for colonies that are military focused. Examples include: AA guns Ammo storage depot Long-range (perhaps interplanetary) Missile silo Short to medium range missile battery I don't know what could be added for interstellar travel integration, but it would also be interesting. It could allow for grand conflicts across multiple systems, with many Kegadeaths of casualties. For this to work, the tech tree must have a decent progression path for weapons/other equipment (unguided rocket goes to laser guided goes to active radar missile that impacts at retavitlistic speeds). Let me know if there is anything you would want for BDA 2.0
  3. Why was the per-frame damage on buildings threshold implemented? It erases the fun that I had destroying the KSC with BDA weapons in 1.7.
  4. Hello! I am using the Thrustmaster T.Flight Stick X and I want to battle with it! I can fly but I want to fire guns/missiles (BDArmory) But I do not know how to set a button on the joysick to do that! Well I do but not how to set it to LMB(fire)! Thanks in advance! (KSP 1.9.0)
  5. Yesterday i downloaded my first mod BDArmory and i didn't work at all, it was like it wasn't there. I later tried installing another mod called VesselMover and it worked perfectly. I did some more research about why BDArmory wasn't working and i found out i needed ModuleManager and PhysicsRangeExtender. When i load up KSP now i don't see any difference in the building mode but when i try and fly a plane or spacecraft i see the BDArmory and PhysicsRangeExtender icons in the right corner and i can click on them and PhysicsRangeExtender works but when i click on the BDArmory button it says no weapons found. What could be the problem? GameData Folder
  6. I'm currently playing with BDArmory installed and I really miss having a spectacular fireworks show whenever I shoot a plane down. I tried installing the current version of Destruction Effects Continued but it doesn't seem to work. Did I miss something or is there a master that works with the current KSP version?
  7. This might be a change of pace for a lot of folks but I've been setting up a BDAc competition for a while now. It's going to be using a lot of the infrastructure that's been set up for Scott Manley's Runway Project but we're going to be, hopefully, setting up some infrastructure down the line for AI-run competitions so that at any time somebody could hop onto a stream and watch some entertaining BDAc dogfights. Add in some player/viewer interaction after the style of Salty Bets and that's the goal. Aside from the above, there will be regularly run manual tournaments (Live Tournaments) up until and after the backend and support are there for the rest of the system. We plan on starting a vote in the next couple days for the topic or "theme" of the first Live Tournament. Feel free to click the discord link below and drop on by, all comers welcome! https://discord.gg/vB5YWP7Tfw
  8. This days i try to make something special based on BDAC rockets. The first idea: LAD(Low Altitude Dispenser) It's just an unpowered rocket And i try to make the ADS for land vehicles. My idea is to add a delay expansion collision box to the rocket,and it works. I'm still perfecting them.Any suggestions?
  9. So I wanted to try a little space combat but after putting a craft with a browning 50 cal on 60 km orbit, I found that the shots are way off, as in they look like they are being shot from an empty space beside the spacecraft. anyone had this issue and maybe knows how to fix it?
  10. I was Making a MiG-1.44 Replica And I used a Custom Bombbay, When I put it into a dogfight I had to Manually Open it, the AI will not fire a missile until it is open because the missile path is obstruced. Also, My F-14 Tomcat, when operated by a AI, Does not change the wing sweep regardless of the situation, it must be done manually. Is there a Way to Make the AI use the Infernal Robotics Joints Like the Cargo Bays for concealed weapons?
  11. Hi! I was just wondering if anyone knows of a BDA release for KSP 1.6. Hopefully, you do! Bye! P.S. If there are no releases, I know how to get a previous KSP version and use BDA on that.
  12. Ok so I installed BDA v2 and it works fine, but when I use a nuke, such as the Fat Man and MK 24, the explosion doesn't seem to appear, did I misplaced the explosions from the file? Because I feel like I did, but is there a way to place the explosions to a file where it is supposed to go? Because everything works great but explosions don't appear.
  13. Welcome to the 7th Gen Fighter Championship There is 12 places left!!!! Rules: -Mods : BDArmory NO MORE -Maximum of three engines Phanthers only!! -Must have future look -maximum of 6 missiles -no guns ( turrets, canon, and stuff lioke those) -Must have a good speed -Need to be controlled by an AI but also need a Kerbal -Must be as light weight as possible but still able to reach the island's runway To Win, you need to : -Destroy the enemy -Be able to land back -The Kerbal must be alive and able to get out of the plane! To be in the championship you need to defeat my F-22 Raptor http://www.mediafire.com/download/o0308tesk091xur/Lockheed+Martin+F-22A+Raptor+Armed.craft To Post your plane! : The Name Special Features ( optionnal ) Picture Download Link And a picture showing your plane destroying the f-22 Good Luck!!
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