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  1. 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
  2. Improved Explosion Effect! The definitive BDArmory Nuclear Weaponry (and other things) Pack! REQUESTS ARE ENCOURAGED! Donations = More Coffee! Welcome to North Kerbin Dynamics, supplier of Nuclear Weaponry and other modern or old weapons that will make you appreciate explosions even more than Michael Bay! This pack REQUIRES BDAc BETA 1.1.0, earlier versions will NOT work with this mod! Download on Curse or Spacedock NKD SPACE DIVISION: Videos: Changelog: Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) Keep an eye out on my YouTube channel for a full overview of the mod (coming at some point soon):
  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 @Eidahlil BD Armory wiki: BDAc Release Links: Releases link: Issues link: Physics Range Extender (REQUIRED): Papa Joes Soup Github link: BDAc Release Notes: BDAc Development Notes: BDAc has been released for KSP v1.4.x 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. MALFUNC INDUSTRIES An SM Industries group KSP mod -------------------------------------------------------------------------------------------- Download from GitHub Download from SpaceDock This version and subsequent versions will be maintained as is. Although improvements and refinements will be made when required, it is not my intention to add extra parts. There being plenty of mod choices already available. For similar time period weapons see SM Armory or SMI Missiles and launchers or for WW2 turrets and parts see Naval Artillery System (NAS) Or the many other weapon mods available TO INSTALL Extract the folder MalFunc Industries from the Zip archive and place the complete folder in KSP/GameData Do not separate or divide the folders. Do not install into either KSP/GameData/Squad or KSP/GameData/BDArmory When reporting a problem please make it clear which version of KSP you are running , which version of BDA , and which version of MalFunc Industries. In the case of suspected bugs a copy of your KSP.Log will be required MALFUNC INDUSTRIES Reborn by permission @Themorris Current Version V0.99.98 - KSP 1.4.3 Fix for RAM Launcher Turret showing as unknown part in editor Suitable for BDA 1,2,1 Onwards Changes from previous Versions Custom Category in editor makes parts easy to find , thanks to @DoctorDavinci All changes required to meet newest BDA spec. weapon module cfg changes Bullet type and definition Radar parts updated to latest BDA spec Rebuilt Otom 76 to correct issues and re scaled to correct size Remade Mk29 Turret to correct issues Remade Rim163's to match turret changes and retuned to Retuned All missiles to behave correctly, enhanced tuning by @TheKurgan IMPORTANT INFO DO NOT MERGE WITH ANY PREVIOUSLY INSTALLED VERSION OF M.F.I. CLEAN INSTALL ONLY . FOLLOW THE INSTALLATION INSTRUCTIONS Parts License Source Original development thread Special thanks to @[email protected]@DoctorDavinci and the rest of the team for providing assistance, making my life a lot easier and the motivation to get it done
  5. Fox Defense Contracts is both and Expansion of BDArmory Continued, and SpannerMonkeys (smce) Old School Turrets. The main goal is to add in much more tank turrets for both the ksp war communities and the creative community. Mainly it's a Work in progress as I'm still planning on getting things worked on, Adding more turrets, and even making sure they're balanced for BDAc. You can suggest what I could add via here in the forums or via PM. Either is fine. Requires: BDArmory Continued V1.1 or later. Download Here: SpaceDock Link Installation: Delete any existing FoxDefenseContracts folder. Then drag and drop the new one into the GameData folder Changelogs: Version 0.3.4: Compatibility Update - Updated for BDAc 1.1 and 1.2 Version 0.3.2: Soviet Pack - Added 6 New Turrets from Mother Russia - Full Scaling changes across all turrets - Tank Turrets Added (BT-7, T-34-85, T-44-122, T-54, T-10/IS-8, KV-2) Version 0.2.3: Semi-Scale Fix (Plus more) - Added 1 new sound - Added The FV4005 Stage II Turret (Death in yo face) - Made some scaling changes to some turrets, expect more in the next update! - Added an ERA Moduel. Currently it doesn't have much use except for props. Expect a new BDAc update to make this module functional. Version: 0.2.0: Bullet variety Update! - Added M60A3 105MM Turret, and 120MM turret (Stat changes) - Added Bullet Definitions and Penetration values for all tank turrets - There are now new bullet types for the older turrets resulting adding tons of turrets for variety. AP, APDS, APC, APCBC, HE, HESH, HEAT, HEATFS, APFSDS, etc Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: License:
  6. ATTENTION: Behaving quite stable now though, this stuff is still under development. Remember to read and follow ALL manuals below, and use it at your own risk. Naval Artillery System(NAS) is basically an expansion of the amazing BahamutoD's BDArmory, providing a set of naval weapon replicas and weapons used to attack naval ships from both side in WWII. It is still WIP, and not so detailed, we would improve that soon. PERHAPS The pack is now under development of a modding team named Kerwis, members of which are all from China. I am honored today to post this small expansion to you all! Our members: Models: Ben, BF2_Pilot, Edoaca, GeorgeDuty, Icecovery, ladeng, Minamion, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, Minamion, sky92 Import: BF2_Pilot, flywlyx, GeorgeDuty, ladeng, ouloul Configs: Acea, ladeng Technical Support: BF2_Pilot, flywlyx, GeorgeDuty, HoneyFox, ouloul, Summerfirefly Debug and DEBUUUUUUUUUG: All of us above, and Himidori Shuumoto Localization Supporters: Japanese: eboshi Russian: Next_Star_Industries, NISSKEPCSIM Simplified Chinese: Acea Spanish: fitiales Special Thanks: harpwner (for his wonderful firing effects) TheBeardyPenguin & TAPEGaming on YouTube (for their awesome Fall of Kerbin series and actual battle data for us to rebalance and improve NAS) REQUIRES: BDArmory Continued v1.2.0 or later. Older versions are not supported. Module Manager, an API by sarbian and all of you know what it is. RECOMMENDS: Hangar Extender, a plugin by Snjo, allowing you to build larger ships. Kerbal Joint Reinforcement, an excellent plugin by ferram4, which strengthens the link between parts. Large Boat Parts Pack, a warship expansion by Laythe and SpannerMonkey(smce), which give us easier access to constructing WWII and modern naval ships. Maritime Pack, a universal ship expansion by Fengist, which provides parts ranging from steam ships to escort/light carriers and new functions. SM Marine, a warship mod by SpannerMonkey(smce), including almost everything about modern naval building and battles. WW2 Warships, a ship simulating mod by Azimech, providing features like sinking simulation, which are quite useful in AI or multiplayer combats. COMMUNITY EXPANSIONS: MalFunc Weaponry, created by Themorris, with several modern naval weapons, useful for everyone who enjoys building warships. North Kerbin Dynamics, an addon by harpwner, providing nukes, Mk 45 naval gun, and a bunch of cool stuff. P.E.W, made by LORDPrometheus, with a lot of missiles, bombs and turrets based on actual American and Russian weapons. MORE WWII WEAPONS: Aviator Arsenal, a BDA addon made by tetryds, contains the most famous World War 2 aircraft weaponry. TUKE Attack Systems(WIP), an expansion pack for BDArmory by TUKE, adds several WWII aircraft weapons. Source code: DOWNLOAD: SpaceDock (Available on CKAN) Alternative: Curseforge INSTALLATION : Delete the existing CAL and NAS folders in your own GameData, then unzip GameData into game directory. Part list (Updated Apr. 28th): Changelogs: Please tell me or PM my teammates if you have any questions or suggestions about this pack. We're glad to help. License: Firespitter plugin was released under Snjo's custom license.
  7. SpannerMonkey(smce)

    [1.4.3] SM Marine, 1.4.3v BDA 121

    SM Industries Presents v0.9.9.2 SM Marine KSP 1.4.3 BDA 121 Only Use SM Industries v1.03 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
  8. Presenting to you, an addon for BDArmory: Some more Pictures: I think this is really useful for everyone who enjoys building warships. I will take requests, but I make no promises, that this mod stays up to date. But this time I created project files, so in the case I can't develop it any longer, It should be no problem for other modders tocontinue it, when I give them the files. Parts: Changelog: Requirements: -BDArmory v0.11.0.1+ DOWNLOAD: Spacedock: License:
  9. SpannerMonkey(smce)

    [1.4.3] SM Armory SM AFVs SMI ML SM OSTnT

    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 v0.99.99.91 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.3 and BDA 1.2.1 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 1.4.3 BDA 1.2.1 Only CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks A relaunch and update of OST now with Tiger hull and ShermanM4 turret and Hull SMI Missiles and Launchers V0.01.03 KSP 1.4.3 BDA 1.2.1 ONLY 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
  10. 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.
  11. For those that struggle with finding that perfect part or put together that perfect fighter fuselage, this is the mod for you. Brought to you by SM Associates @XOC2008 and @TheKurgan (with some excellent modelling by @SpannerMonkey(smce)!), we bring you Versus! Versus was created with two things in mind, lower part count aircraft to utilize BDArmory and related mods more efficiently, and to put together head-to-head match-ups between aircraft of similar style and function. These fuselages are all-in-one, including cockpit, radar, engine, ammo, and fuel. (On some occasions, the fuselage will also have a weapon integrated such as with the F-15 in this initial release.) Versus R1 includes the fuselages to pit a MiG-31 Foxhound against an F-15(A/B/C/D/E/However you design it) Eagle. Keep in mind this just contains the fuselages and a few extra bits like drop tanks, and the Pilot Pitot parts(for full Weapon Manager, Wing Commander, and AI Pilot capabilities.) Make sure to attach the pitot or some similar Weapon Manager part to ensure you can control your craft. You will of course also need to outfit the vessel with wings, landing gear, control surfaces, weapons, and whatever various odds and ends you'd like. To note: This mod is intended for "full size" aircraft. Tweakscale is not supported, as it can and will most likely alter the weight and flight characteristics with disastrous results. Thrust, velocity, and atmospheric curves have been toiled over to get the most realistic performance we can squeeze out of these aircraft. This mod was designed for and with Stock aero, as such FAR is not supported, but if this works in FAR then all the better for those users. Versus is CC BY-ND 4.0 I know, no pics no clicks! Download on Spacedock or Dropbox. Recommended (but not required) Mods: BDArmory Continued - Required for pilot pitot part to function SM Armory SMI Missiles and Launchers - Full of missiles, especially some perfect Russian ones to outfit your vodka fueled planes. KWS - Cold War BDArmory Extension Kerbal Foundries Procedural Wings
  12. I just downloaded bd armory (and yes i have the newest one) and i aldready have a problem. My weapons manager says i have no weapons even tho i obviously have. I have googled it for like 30 min and i can't seem to find an answer.
  13. 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.
  14. Hello all! Recently I installed BDAc and when I install two or more different types of machine gun class weapons (i.e. .50 cal and Vulcan) I can fire the first, switch to the second fire it as well but when I switch back to the first it will only fire one round and not work after that. Does anyone have any ideas what might cause this or is there a better thread for this type of issue?
  15. Hello all! Recently I installed BDAc and when I install two or more different types of machine gun class weapons (i.e. .50 cal and Vulcan) I can fire the first, switch to the second fire it as well but when I switch back to the first it will only fire one round and not work after that. Does anyone have any ideas what might cause this or is there a better thread for this type of issue?
  16. 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 :
  17. CodyTheJoker

    I've recently bought KSP.

    I am having problems getting NKD and BDARMORY explosions to show up. I'll show you an image of my gamedata. P L E A S E H E L P M E. GAME DATA:
  18. All the bdarmory parts show up and do work, but when i click the bdarmory icon in flight, the weapon manager GUI doesn't show up. can anyone help me with fixing this?
  19. 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?
  20. Sidestrafe2462

    The Sidean Ship Collection!

    My ships! coming soon
  21. Working on... SURVEY LINK SURVEY (Android Tested): XLS File (Android Tested): Current parts Baker test Bomb Katyusha Rocket M-65 Nuclear cannon Uranprojekt-1 (Heisenberg Gërat) Uranprojekt-3 Uranprojekt-4 AN-11, First French nuclear bomb Fatman, nuclear bomb Little Boy, nuclear bomb FritzX, Radio guided anti-ship missile Norden bombsight, Targeting Camera Ruhrstahl RX-4, AAMissile Uranprojekt-2, pedant Dirty Nuclear Bomb Thin Man, Dirty Nuclear Bomb Davy Crockett, Tactical Nuclear Rocketcher (wip) Grand Slam Earthquake Bomb Tallboy Earthquake Bomb T-12 Cloudmaker Earthquake Bomb Mark 5 Nuclear Bomb Mk108 MK 214 50mm cannon request MG 17 MG 151/20 Disney Bomb Projected Parts Pak 40 Torpedo Missile turret Karl Mortar request MachineGuns/turrets (WWI, Vickers, Lewis, Villar-Perosa, Becker 20 mm, M1917 Browning, MG14, Fokker-Leimberger, ...) WWI "Special" Early turret Bofors 40mm Getter robo LD: Drill missile, Strong missile, Getter Beam. Cowboy Bebop: WDF Armory M3C Devastator-class heavy plasma cannon. Evangelion: N2 bomb "inline" warhead and missile. Escaflowne: Basram's doomsday weapon. Ghost In The Shell: Fuchikoma cannon, Standard Issue Big Gun (in a turret), Sniper turret Flamethrowers Recoilless rifles Navy cannon a very little one, not a big turret (data taken by me from a real cannon) 1-inch Nordenfelt gun Canister cannon 380 mm RW 61 rocket launcher L/5.4 (Sturmtiger main weapon) Bouncing bomb request (Maybe impossible) Tzar bomb Mirv Castle bravo Download: Release Thread Thank you for your attention
  22. I think it would be pretty cool if there was a plugin to integrate BDArmory modules such as the targeting cam and radars to be displayed in RPM or ASET MFDs, like using the targeting cam through an MFD and displaying radar information and locking targets on it. Weapons display would also be cool. EDIT: Instead of a plugin that alters the functionality of the current MFDs added by the aforementioned mods, a separate MFD prop that could do all described above would work, too. This is what I'm looking for. I do not know how to do this myself as I only make models.
  23. There was a mod called BDDMP that made BDArmory compatible with DMP but it is for 1.0.5 and that version crashes with a lot of mods as there is no x64 executable.(and itd pretty old , also unity4) Mod Link: I wonder if the new BDArmoryContinued is compatible with the DMP mod. We really want to make dogfights and stuff. Any help would be appreciated. I searched a lot for it on the internet but couldn't find anything.
  24. As the shadow of war falls over Kerbin, the VAB and SPH have become prime targets because of their advanced building capabilities. Therefore, only a month into the war, hardly a day goes by without the sound of explosions being heard coming from the airspace over the KSC. But now, the KSC has begun building and testing new planes to defend their airspace, waiting for the day that they have a respectable fleet.Now they have commissioned you to design the top-notch air superiority fighter. Rules 1. Any Mods allowed, just don't go too overboard. If possible, please use no more than 10 mods. Leave a list of mods if the link is not to KerbalX. 2. Any designs allowed, including SAS, RCS, helicopters and prop planes (firespitter, not stock), and large payloads of weapons. Keep in mind that more RCS, SAS, and Weapons affect performance. Also, part count max of 200. All craft will be flown by AI in combat. 3. Battles will start from a 15Km distance between the two teams and will be best out of three matches of 3v3, and a mutual final death in one match when both plabes are tied will result in a SUPER DEATHMATCH!!! SuperDM is 8v8. Will always try to post matchups. (Special thanks to @exbyde for the help in running these) 4. Weapons must be BDA only! Also must carry its own ammo, infinite ammo will not be enabled. Turrets, moving machine guns, cannons with a 360-degree firing arc, autocannons, and lasers are absolutely BANNED!!!!! 5. Only participants who have made it into the top 5 will receive the badge. (Once I make it, of course) 6. You can post an infinite amount of times, just please don't post a modified version of a plane that you have already posted without putting a Mk. x as an indicator. 7. Feel free to run your own contests with these planes, as testing against future competitors is useful for R&D. 8. The scoreboard will show the top 5 planes. When a new plane is submitted, it will have to work it's way against the current fighters on the list, from bottom to top. There will also be an honorable mentions list for best looking, heaviest payload, fastest speed (to island airfield and back), Best VTOL, and most maneuverable (can it get under the R&D sky bridge, and how fast can it go while doing so). I will post a notification when a new plane makes honorable mentions. 9. A plane will run up the Leaderboard once, so in a KOTH matchup style, but you can request an unofficial matchup with another fighter. 10. A link to a spreadsheet with the entire leaderboard, all the planes, their creators, the number of mods used to build them, if they've ever made an honorable mention category and which one, and the link to the download. 11. If there are any settings you want changed from default on the AI or weapons manager, leave them in the comment submitting that craft. 12. Tell your friends! 13. Have fun! Afternote: If you are interested in one of these using FAR, check out @Mukita12's challenge below. Top Five Place Creator Craft Name # of Mods (excluding BDA) 1 @drtricky The Cool Ranch Dorito 0 2 @NotAnAimbot F-25 0 3 @Thor Wotansen Sangrigor Drone 0 4 @Thor Wotansen Bryntröll Interceptor 0 5 @53miner53 Fighter 3 Mk. 2 0 Honorable Mentions Best Looking Heaviest Payload Fastest Speed Most Maneuverable Best VTOL Creator @FleshJeb @drtricky @Eidahlil @Thor Wotansen Plane Name Thwop Thwop (helicopter) AB-17 Moses Monstron Bryntröll Interceptor # of Mods 0 0 0 0
  25. The goal of this is just to make parts that I have wanted that just may be useful to someone else. Currently: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as I tried to follow typical specs/barrel sizing while modeling. The magazines also hold what I measured to be a to scale amount of ammunition. For sound these use the base BDArmory sounds. This needs BDArmory to work 2 Variants of aesthetically different gun pods. Why: I like low part count parts that combine multiple things together for quick assembly. These may eventually become turrets These very roughly follow realistic sizes. They come with ammunition. (If you can guess, I made these before the previous ones.). This needs BDArmory to work 3 Variants of BDArmory Combination Command Boxes. Why: To combine 3/4 frequently needed parts into one To have to closest thing to a laser I can make These have AI flight modules, Weapon Management modules, Flight Command modules, Solar panels, Batteries Lights (lasers?!), Very Small Reaction Wheels Radios and Small RTGs. Still trying to figure out how to orient the bdarmory modules correctly in relationship to the command module. This needs BDArmory to work Edit: 0.01 Update: Added slimmer AI Command box that looks far more stealthy/sleek. 1 Small Single Shaft 1 mode thrust direction changing turbojet fin (Based loosely on the TJ100(Tweakscalable)) Why: I like low part count parts that combine multiple things together for quick assembly. Ive wanted a small drone sized jet engine that does not need anything but itself to produce thrust/steering. (Intake, directional thrust, fin, small fuel tank, engine included). This has about 5 minutes of fuel at sea level, 15 degrees of articulation and has no thrust vectoring but instead acts as a fin. the engine itself occupies a 27cm by 27cm by 64 cm box (like the real life PBSTJ100) (very slightly off angle at the moment, to be fixed ). This needs no other mods to work. Has turbine rotation animation, along with heat animation. Placed in career mode to the same place as the smallest available jet. Edit: 0.00201 Update to the UR100c TurboJet fin. It will function more like a typical fin, and have a far more reasonable aerodynamic effect for its size. The animations were also updated with more orangey red lighting from the engine heating up, and an animation that visibly goes the correct way. Turns out it was never off angle and stock fins also have a similar effect. Nevertheless its improved. It has also been edited to work with Tweakscale (Recommended as outside of the early stages of career mode, these engines are quite weak without scaling (given the real life analogs are made with small planes or rc planes in mind)). Edit: 0.01 Update to UR100c TurboJet fin. It now has a drage cube that better reflects its shape. Ive noticed its more powerful than the real life engine as in ksp itd be pretty near to useless if my calculations are right. Its not too far off though, so tweakscale is still something you'll want to use with this most likely. Im considering making a bigger one. 1 Electric Ducted fan ((Tweakscalable)). Why: I like electric ducted fans, and wanted one I could tweak to feel more realistic and like the look of. This is not based on any particular real world fan and does not have any special tweaks to work in ksp. Its finished mostly. I just need to add sound. Edit: 0.01 Update: This has been added. It relies on community resource pack with intakeatm to work. Balance could use work. Both this and the mono prop engine use KAX sound assets. 1 Atmosphere breathing mono propellant powered 0.625/half size piston engine (Tweakscalable). Why: For low flying flying rovers on planets with atmospheres but no oxygen like eve based on concept from nasa in the 70s This is pretty much done. Modelling is complete, variable pitch propellers work along with reversing thrust. All I need to do like the electric engine is finish sound. Edit: 0.01 Update: This has been added. It works without intake atm for the time being. It still provides no thrust without atmosphere however so that is good. Im considering using firespitter for both this and the ducted fan. Single Piece Landing gear. (scalable) Why: I like low part count parts that combine multiple things together for quick assembly. This is really nowhere close to being made. It will be using KSP wheel (so that it can support having more than 1 wheel collider) and while the model is done, setup will probably take a while even with a helpful example from the maker of kspwheel (Shadowmage) . Edit: 0.01 Update: Its been made! Its designed differently than the first design, but it works completely. Im actually pretty happy with how its turned out. It uses tank steering and looks a whole lot more rugged than the first iteration. I plan to make another one with a more typical arrangement as well. Thanks to Shadowmage for answering probably too many questions about this. It uses KSPWheel as well as Kerbal Foundry sound assets. One Part y axis balanced dual wheel landing gear. Why: To have a small steerable landing gear piece that has functional wheel colliders for each wheel, meaning a vehicle can be balanced on just 2 of them. Planned: Single Piece Landing gear (No tank steer). Why: To match a more typical landing gear look. Variety Turbo fan jet engines (With animations than go to 90 degrees for vertical takeoffs). Why: Making vertical takeoffs easier Electric lift fan (With animations than go to 90 degrees for vertical takeoffs). Why: Making vertical takeoffs easier Add Fire Spitter to props/fans. Why: Better matching rotations Making the variable pitch propellers on the monoprop piston engine function better. Rotation affected by air speed Landing gear enhancements (Making the small single axle menu have full customizability (difficult now due to having 3 real wheel colliders)). Why: Allowing the same customizability as would be on normal ksp wheels with a single part that balances on 2 wheel collider Add to CKAN Fix shading on parts of the 50 cal machine guns, particularly the outer housing. 0.011 Its fixed. Not perfectly, as I think that would require changing the model, and that would require re doing a whole lot of the setup in unity after fixing it in blender. Ive just made things generally less shiny/rough. Put this on the actual addon release page since thats basically what this is really. I have posted this there now. I'l probably just keep updating this main post and linking to it from that one with small updates, issues etc. Just stuff that I think would clutter up the release page. Link to SpaceDock Download Dependencies, recommended and included mods: Included Included Not Included. Latest Downloads available from the official Github Releases page. Recommended License: Feedback is appreciated. Ive never done this before and am clueless. If anything is off, and you know how to make it better, Im open to advice. Also thanks to Shadowmage and Spannermonkey for their assistance with KSPwheel and BDArmory Continued respectively. They've both been extremely helpful with questions, examples and advice. Also thanks to all others who have been helpful here and there.