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Found 72 results

  1. 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: Acea, Ben, BF2_Pilot, Edoaca, GeorgeDuty, Icecovery, ladeng, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, 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 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 v0.2.0 or later. Older versions are not supported. C.A.L (Redistributed in the release), a BDArmory addon by LORDPrometheus, containing a common ammunition definition file and ammo boxes for many of the added ammunition types. 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. 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: https://github.com/Summerfirefly/ASW 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. Changelogs: Please tell me or PM my teammates if you have any questions or suggestions about this pack. We're glad to help. License: AntiSubmarineWeapons was released under CC BY-SA 4.0. Firespitter plugin was released under Snjo's custom license.
  2. Please note that Physics Range Extender is a required dependancy for BD Armory Continued See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is to NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN And in regards to support, KSP.log please (as well as BDAc version, KSP version and modlist) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia Papa Joes Soup Github link: https://github.com/PapaJoesSoup?tab=repositories BDAc Release Notes: BDAc Family Mod links: Videos: BD Armory Continued was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. This mod is now being maintained in BahamutoD's absence by Joe Korinek (Papa_Joe) and continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it
  3. 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 BDArmory 0.211 or later, earlier versions will NOT work with this mod! Also not compatible (yet) with BDAc v0.3.0.0 Also Requires C.A.L++ (Thanks Acea and Prometheus!) Download on Spacedock 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): https://www.youtube.com/channel/UCebuxPejQ5u3wd1VC-hNQjA
  4. laser guided missiles arent tracking the laser from both targeting pods when in flight. the lock on indicater shows up when im stationary on the runway, but not in flight. this applies to the maverick and hellfire missiles. my other mods are collision fx, destruction fx and physics range extender.
  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 are fine. Requires: BDArmory Continued V0.2.0 or later. Download Here: SpaceDock Link Alternate download here: A link to my Dropbox Installation: Delete any existing FoxDefenseContracts folder. Then drag and drop the new one into the GameData folder Changelogs: 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. The Cranky Delta

    Another jet fighter from Alan Aerospace Recycling and Packaging - where you'll find the best recycled aerospace parts neatly packaged. It's big. It's heavy - yet agile. Keep the central fuel tank empty for combat configuration. Fill it for extended ferry range. It's set to empty first for a longer pre-battle loiter time. Keep in mind that takeoff weight will be over 15 tons with it filled, agility will decrease with the forward CG shift, and you may need to increase the AI takeoff speed. https://kerbalx.com/Galane/Cranky-Delta screenshot12 by g_alan_e, on Flickr
  7. After watching a lot of BDArmory vids showing various types of aircraft dogfighting, I decided to give it a try. But I didn't want to make something too ordinary. So I threw this together with superposed engines and the cockpit offset to port, then used forward swept wings just for the heck of it. Getting the CG centered left-right was a bit of an issue. I resorted to putting a couple of RTGs on the starboard wing for the all stock version. The BDArmory version only needed one RTG due to the radome being a bit heavier. Flight characteristics. Don't over-rotate taking off or you'll remove the lower engine. Put on SAS and throttle up. Hands off and let it get wheels up on its own. At takeoff with full tanks the CG is a bit far forward but SAS or BDA AI has no problems. I set the forward tank to drain first so the CG will shift back then stay put to increase stability. Feel free to use afterburners early. So far its battle action has been one BDArmory AI dogfight VS itself. It won. With the default AI settings it was doing some pretty good yank and bank. However it only engaged with the Vulcan, never touched the twin .50's or the six AIM-9's. I'm probably missing something on the craft... just remembered I haven't installed chaff or flares. Oops. Feel free to modify weapons type, quantity, functionality. BDA version https://pastebin.com/X0m7V7ax Stock version https://pastebin.com/iTHuNi1w screenshot0 by g_alan_e, on Flickr screenshot1 by g_alan_e, on Flickr
  8. Why radar on boat cant detect target plane at 20km+ even when plane near boat ( 5km- ) still not detect . Radar detect only when plane launch missile ( just detect missile Not plane ) this error or something else?? ( like stealth ). I am use lasted version of BDarmory.
  9. Defense Combat Advisors [DCA] DCA is a BDArmory military contract pack for Contract Configurator DCA contains 18 missions of enemies from the Air, Land & Sea. Requirements: Contract Configurator: https://github.com/jrossignol/ContractConfigurator/releases BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: http://spacedock.info/mod/1090/Contract Pack: Defense Combat Advisors Installation: Extract Zip File Drop GameData folder from either Legacy Aim Mode or Default Aim Mode folder into the KSP installation directory. May need to launch game and open contract configurator and select DCA contract, may need to turn off other contracts to make DCA contracts visible. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Changelog: v1.2.2.1 Compatibility with KSP v1.2.2 v1.2.2.2 Ended legacy aim support. Removed craft files without missions. Invalidated possible dependencies with Mechjeb & Engineer for All. Adjusted mission rewards to minimize impact on player careers. Redesigned enemy crafts with probe cores more exposed, to increase likelihood of triggering completion conditions.
  10. i have installed everything corectly every part is there in the parts menu, but the weapon manager isnt there what do i do. i even checked the mod folder and it was there.
  11. I got KSP on steam about a month ago and the main reason I got it is because of the mods, well first I had problems on how to install them and where to put them and then they weren't working correctly but now I am close to having that all fixed but first of all where exactly do you put the contents of the files? I sort all the part in the squad folder but I heard u can just keep it in game data in its folder. second, i can't find the bd armory weapon manager, at first I couldn't find the parts in utility (where they should be) but if I go into the other search with manufacturers and such. I can find the ai pilot system and the Modular Missile Guidance but I am also missing so ammo packs and smokes and I have checked the folder and found the weapon manager. PLEASEEEE HELP
  12. I've redownloaded and gone through the installation several times but whenever I enter the game I can't find the weapons anywhere. For the installation I copied the BDArmory folder which was inside the downloaded Gamedata folder, and pasted it into my KSP installation Gamedata. I've read the installation instructions several times and I am 99% sure that I am doing it correctly. I've looked at other threads but they all seem to be due to an incorrect installation. Is that what could be happening here, or did I break something else? Also if I've left any critical information out please let me know, I'm new to these forums. I also have installed: B9 Aerospace (and others that come with it) Tweakscale JSI Smokescreen Firespitter I'm running on the 64x version
  13. The BD Armory section is there when I'm in a hangar and I can see multiple guns, rockets, bombs, and ammo, but no weapons manager. When I tried to use a gun, it didn't fire, even with ammo boxes. I used CKAN to install the mod.
  14. F-137 'SkyBlade'

    The F-137 Skyblade is my first fighter jet using the Crossguard-Blade wing shape concept I designed when I was drawing concept aircraft profiles. I came across a particular drawing the other day from a couple years ago with this wing concept, and decided to try my luck with it in KSP 1.2.2. The result is a Mach 2.56 twin engine super-maneuverable aircraft using BDArmory. Performance and Aircraft stats are the aircraft's actual in-game performance capabilities. Aircraft Description The F-137 SkyBlade is a supermaneuverable twin-engine fighter designed to be an all-weather medium range interceptor. It’s distinctive cross-guard blade/ wing shape makes it a unique and agile aircraft. Designation: F-137 ‘SkyBlade’ Manufacturer: Lockheed-Kerbman Top Speed (At Cruising Altitude): Mach 2.56 (880 m/s) Cruising Altitude: 7000m Powerplant: MK22-V Afterburning Turbofan Minimum Crew: 1 Maximum Crew: 2 Takeoff Speed: 60+ m/s External Weapons: -6x Variable Length Missiles -1x Hidden Vulcan Rotary Cannon Internal Weapons: -3x FAB-100 unguided bomb (100kg) Dimensions are as follows: Wingspan: 14.5 meters Height (Ground): 13.9 meters Length: 15.7 meters Creator: Moonsparkejo Date: 7/21/2017 Built in the SPH in KSP version 1.2.2. Mods Airplane Plus AoA Technologies - Aviation Parts AoA Technologies B9 Procedural Wings Modified BDArmory Mk2 Stockalike Expansion NKD - North Kerbin Dynamics for BDArmory Squad (stock) TweakScale - Rescale Everything! damichelsfuselage Kerbal Joint Reinforcement
  15. 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: http://spacedock.info/mod/203/MalFunc%20Weaponry License: https://creativecommons.org/licenses/by-sa/2.0/
  16. Tbone's XAGM (for BDArmory)

    Download: http://spacedock.info/mod/389/Tbone%27s%20XAGM The XAGM is designed as a top-attack GPS guided Air-to-Ground Missile so you will (almost) always be able to hit any ground target that's behind any cover, provided you have it's GPS co-ordinate. I'll let this video do the talking... Also, for anyone wondering where I got the weapons bay from, it's a mod called Red vs Blue by Scoundrel and can be found here: Licence CC-BY-SA
  17. https://drive.google.com/file/d/0B65UbcdnfM7ebm1BVzBxX1BGUkE/view?usp=sharing So no clue what's going on but I know BDArmory is doing it. I've updated everything and tried ATM but neither worked. I crash right at the starting loading screen at 'Loading Part Upgrades'. There's no black screen just a normal crash. I'd really rather keep BDArmory so if there's a solution other than not using it that'd be great.
  18. Stealth Fighters

    I am wondering if there is a mod or something that can make your plane stealth, so that you cannot be detects on enemy radar from BDarmory. I have built a fighter that looks stealthy to me, using quiztechaeropack, BDarmory, and stock. I want to use stealth capability when attacking someone. Any suggestions will be appreciated.
  19. As of lately, I have been working on a project to replicate all major post WW2 fighter/attack aircraft of the US/USSR/Russia. All new ones will appear here. If you have any suggestions, post them here. They were built in KSP 1.2.0. All require BDarmony, a lot need TweakScale and Airplane Plus, plus other mods as needed. WW2. None Available Korean War MiG-15 https://kerbalx.com/dundun92/MiG-15 F-86 https://kerbalx.com/dundun92/F-86 Veitnam/Early Cold War. F-4E https://kerbalx.com/dundun92/F-4E MiG-21 https://kerbalx.com/dundun92/MiG-21 Late Cold War/Modern Era F-16C https://kerbalx.com/dundun92/F-16C MiG-29 https://kerbalx.com/dundun92/MiG-29
  20. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  21. ◥BDArmory Jets Thread◤

    Hello there! This is a post for the ones who want to sumbit pictures of their fighter jets, or attack jets of course, replica or not! Rules: 1. This isn't actually a rule but: All mods are allowed, but make sure to use BDArmory on all planes! 2. Disappoint Jebediah by telling him NOT to go to space! 3. Rule 3. doesn't exist! 4. Tell which mods you are using if it isn't BDArmory Examples: The A-164! (Yes, i broke the rules, i don't have a picture of the weaponised version) Download Mods in spoiler "Last" words So yeah, have fun! Also try to tell others what was good and bad about their plane! Have fun!! -Choice
  22. Activated Subassemblies: Engines & BDArmory The goal of this mod is to streamline the creation of crafts for Contract Configurator contract packs. Normally, when crafts are created for contract pack the author has to go through each .craft file and set engine staging & ignition values to true to get crafts engines to activate when spawned by a mission. If authors want their crafts to take off & fly autonomously they will need edit their .craft files to set the pilot activation value to true. If the author wants their crafts to attack other crafts of a different team, .craft files will need to be edited so that Guard Mode is set to true. This mod allows authors to build crafts from scratch using these activated subassemblies so that they don't have to do any craft file editing outside of the game. There are 3 different variants of this mod: Activated Subassemblies: Engines: Stock engine subassemblies that have been pre-staged and pre-ignited. Requirements: None Download on SpaceDock & CKAN: https://spacedock.info/mod/1376/Activated Subassemblies: Engines Activated Subassemblies: BDArmory: BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1377/Activated Subassemblies: BDArmory Activated Subassemblies: Engines & BDArmory: Stock engine subassemblies that have been pre-staged and pre-ignited & BDArmory subassemblies that have Weapon Manager Guard Mode and AI Pilot activated. Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: https://spacedock.info/mod/1378/Activated Subassemblies: Engines %26 BDArmory Installation: 1) Download one of the 3 variants 2) Extract zip file 3) Drop the saves folder from the extracted zip file into the KSP installation directory. 4) Use the activated_bdarmory, activated_engines or activated_engines_bdarmory sandbox game save to access the subassemblies. 5) Alternatively, copy the Subassemblies folder within the installed game save into your own existing game save folder to access the subassemblies. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Let me know if there's any additional parts that people would like activated and add to this download.
  23. Whenever i try to use guns in BDArmory the lead indicator does not work. I installed the mod correctly and don't know what may be causing it.
  24. I have been having some problems with my mods. I would appear that one of the mods I have has broken the parachutes (the parachutes are empty objects, when I put them on my ship I get the warning that I don't have any parachutes, they don't show up in staging, so on, they just don't exist from a function standpoint), some other things, and all of BDArmory. I could go through taking out each one and trying it but my computer is a bit slow and it would take hours. I'm hoping I can get a quicker response on the forums. I'm going to list everything in my GameData folder, so if you know of any clashes, please tell me. BDArmory CommunityCategoryKit CommunityResourcePack FerramAeroSpaceResearch Firespitter JSI KAS KAX KerbalEngineer KIS Klockheed_Martian_Gimbal KWRocketry MagicSmokeIndustries MechJeb2 PlanetaryBaseInc ProbeControlRoom QuizTechAero SmokeScreen Squad (of course) ThunderAerospace Trajectories TriggerTech and a few versions of module manager I feel stupid to ask about this since I have been playing for 4 years, but I don't have time to go through them myself anymore. Thanks in advance!
  25. When I attach weapons and weapon managers, they don't work, at all. But it is up to date, according to AVC, so whats causing the problem?