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Found 19 results

  1. A while ago, I was watching a DCS tutorial (mind you I don't have it, but I like it). Then it came to me "why not turn KSP into a DCS type simulator" After all, KSP has the BDA addon, tutorials, scenarios/missions, and, best of all, you can build your own custom airplane. So here is my proposal : A pack that you place in a clean KSP install with select addons (RBDA, FAR, APP, etc.), tutorials, manuals, scenarios, and built-in crafts made by me, and anyone else who would want to help, for those who dont want to bother with building their own airplanes. The manuals would be either in KSPedia or .pdf format. Another thing to do would be to add the BDA displays to IVA cockpit screens. I would also modify parts into new parts (e.g, AIM-9 without warhead for tutorials). Now, it is ready for the first beta release. If you have any suggestions/questions, ask here. Mods used: @Next_Star_Industries Mk8x bombs, under CC BY-SA 4.0 @jrodriguez's RBDA, destruction FX, and Physics Range Extender (PRE), under CC BY-SA 2.0 @Shadowmage's Kerbal Foundries Continued, under CC BY-SA 3.0 @Icecovery's AARS (automated aerial refueling system), under CC BY-SA 4.0 @Papa_Joe's BDMk22, BDArmory, Vessel Mover, and BurnTogether, under CC BY-SA 2.0 @blackheart612's AirplanePlus, under CC BY-NC-ND 4.0 @Crzyrndm's Dynamic Deflection, in public domain and B9 Pwings, code under MIT, art under CC BY-NC-SA 4.0 @ferram4's FAR, under GNU GPLv3 @AlphaAsh/@Ger_space's Kerbal Konstructs plugin, under MIT @DoctorDavinci's DCK Camo, under GNU GPLv3 @pellinors tweakscale, under WTFLP @alexustas's ASET, under CC BY-NC-SA 3.0 @MOARdV's JSI PRM, under GNU GPLv3 @tetryds/ @ferram4/ @BahamutoD's Mouse Aim Flight, All rights reserved, specific permission needed. Tetryds permission: @fast_de_la_speed's Mk1 ASET cockpit, under WTFPL. @linuxgurugamer's SXT continued, under CC BY-SA 4.0 *needs to be downloaded separately Here* @Starwaster's Procedural parts, under CC BY-SA 3.0 @blowfish/@NathanKell's Module Manager, under CC BY-SA(2.0?) AJE, an SolverEngines, under GNU GPLv2 @sirkut's Infernal Robotics, under GNU GPLv3 @AirShark, for his excellent crafts. (And, mod contributors, sorry for the second ping) TEAM MEMBERS! @dundun92 @Matuchkin @JollyGreenGI @dundun93 @Lo Var Lachland The modpack: https://drive.google.com/file/d/1lJdlckApQ7OvbG7X4MagmsuFKaArUtoC/view?usp=drivesdk Airbases: Paste the NewInstances FOLDER into GameData\KerbalKonstructs. https://drive.google.com/openid=1UDW6VPmXBTzsQewLGVxMuI4F1OwbkjD6 The sample .craft files: https://drive.google.com/file/d/19QYw5lr_LuR8ejiT9Ghlzj-S5VDSDUQM/view?usp=drivesdk The sample scenarios(use like a Alt-F5/F9 gamesave): https://drive.google.com/file/d/1WgKj36cVNayhfZM-uag91wcQtt8OfaXv/view?usp=drivesdk Here are some demo/tutorial videos/screenshots: Suggestions poll: https://www.strawpoll.me/15227310 Original development thread: Have fun blowing up stuff!
  2. KTech Download at the bottom of this post. This mod adds a few weapons and items from Star Trek and Star Wars, as well as a couple of new and original SciFi weapons like a Space missile and a super powerful Rail gun. Some of these parts are super OP, and are meant for pure unadulterated fun and destruction! Star Trek: Photon Torpedo - Functions like the HE-KV-1. It is radar guided with built in RCS, it can maneuver in a vacuum and has a 1000km range. Federation Phaser Turret NX Class Phaser Cannon Klingon Phaser Cannon Star Wars: R2D2 - Advanced probe core with MechJeb capability, and full BDAc weapon manager! Turbo Laser Cannon Turbo Laser Turret (almost too OP, may change) This is not copied from another mod, the cfg and sound is original. I did however get the idea from @Aerolfos, creator of Future Weapons The following 3 weapons are also from SpannerMonkey(smce) X10 Laser X10b Laser X10 Double Laser Original: Rail Gun Turret - Three skins available Stock, Canadian CADPAT (replica), Snake and Dragon Scales (with texture switching provided by SM Industries), this is an extremely powerful Tank style/turret mounted rail gun, with a muzzle velocity of 5km/sec and a range of 150km!! Truly Devastating!! S1 Space Missile - Three color options (if SM Industries is installed) Functions like the HE-KV-1, it's a radar guided space missile with built in RCS, can maneuver in a vacuum, has a 1000km range, and can survive re-entry! Space Radar - *Most important part!! This is needed for super long range targeting in space, has a 1000km range, and will only function in a vacuum or in extremely thin atmosphere above 27,000m. Dependencies: BDArmory Continued 1.2.1.1 or higher. Optional Dependencies: For S1 Space missile and Rail Gun texture switching, you will require SM Industries For R2D2 MechJeb functionality, you will need MechJeb2 Model creators: @SpannerMonkey(smce) - The Two Phaser Turrets, Photon Torpedo, Modifications to R2D2, RailGun Turret, S1 Space Weapon, TL Cannon, and the line of X10 Laser Cannons. @BahamutoD - Original creator of BDArmory. BDAc Models used in: Space Radar, KE Round Box, Klingon Phaser Cannon, and the Turbo Laser Turret. @Devo - R2D2 Model. Special Thanks: @DoctorDavinci For your work on the Space Radar plugin (now part of BDAc) and for answing so many of my questions! @jrodriguez, @Papa_Joe, @gomker @Eidahlil for implementing every single fix and tweak I have asked for (especially the radar modification)... you guys are truly spoiling me! Cheers guys! This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Source files Change Log: NOTE: Only for BDAc 1.2.1.1 or higher! Github Dropbox SpaceDock
  3. There will be NO update of this mod for KSP 1.4 or any updates past BDAc v1.1beta!! BDArmory Weapons Extension is NOT a part of BDArmory Continued NSI is not a part of the BDArmory Team!! A military and aerospace manufacturer that specializes in nuclear and heavy weapons. With a die hard never sleeping R&D department, NSI takes things to the next level, pushing science and technology into the future, but continues to build and supply the tried and true products of the past and present. Pictures are here. NSI's Mods Currently used UV Maps, for those wishing to edit textures, can be downloaded from here. Get the KSP v1.3.1 and BDAc v1.0 and 1.1beta version of NSI's BDArmory Weapons Extension here. BDArmory Weapons Extension's Required Mod List: The latest version of BDArmoryContinued is required to be installed. BDAc requires Physics Range Extender to be installed. Module Manager is required for some Mods to work. Localization Dictionary Translated from English to русский, Français, Nederlands, 简体中文, 日本語, Deutsche, čeština, and Español. All translations performed by Next Star Industries. Recommend using CKAN to auto install mods, so their dependencies are installed as well. Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
  4. Skyer's Weapon Pack Weapons for the Fatherland! History: Skyer's Weapon Pack was made originally by @Skyer, but now @KSP Bros KS and I were called to help assist him with his mod. Now with your help, we can help Skyer be proud of his amazing project! Changelog: Requierments: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Module Manager: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-130-module-manager-281-june-29th-2017-with-n-cats-physics/ Le Downloads: Download on Spacedock: https://spacedock.info/mod/1007/Skyer's WeaponsParts Pack Get it on Github: https://github.com/MuricanJeb/Skyers-Weapon-Pack/releases This is released under an MIT license. Known Issues: According to @ZW03, B.K 50 gun overheats too quickly. - On stand-by (I saw in the wiki that it was common for the B.K 50 to jam) Type 97 is broken - On stand-by No tracers from guns in 1.4. This is a BDA problem. Tracers vary from your texture quality in settings, set "Texture Quality" to "Full Res"
  5. Aviator Arsenal A WW2 aircraft weapons and utilities collection. Aviator Arsenal is a pack of weapons created by me and @VintageXP. It is based on BahamutoD's Armory modules and contains the most famous World War 2 aircraft weaponry. It's completely independent from the original BDArmory mod, providing you with ammunition, command modules, mounts and everything you need to make use of all the weaponry available in it. Every weapon on this pack was researched to be represented accurately, while still maintaining our own style and making them look appealing into the game. The focus of the pack is being used on actual dogfighting, mainly the BAD-T tournament. Because of that a very complex balancing system was created. This means that every weapon is rigorously balanced to be used out of the box, you do not need to worry about tweaking anything in order to have a fair gameplay. Every weapon fulfills a role, and you can choose your preferential stats through different variations of the same weapon. Every parameter, from rate of fire to tracer color is represented as accurately as possible. A lot of research was put on making sure the weapons are as similar to their real life counterparts as possible. Have fun, and good fighting! Weapons MACHINE GUNS CANNONS MG 7mm BOMBS HE CANNONS ROCKETS Ammo Boxes: Caliber 7mm 12.7mm/ .50cal 13mm 20mm 23mm 30mm 40mm 75mm Capacity 1800 750 850 350 300 160 50 9 Utilities and Misc: Ball Turret Blister Pod Drop Tank Jericho Trumpet Heavy Ordnance Mount Rocket Rail Structural Bomb Mount Communications Antenna Ring Antenna Ball Antenna BDArmory (required) Download Aviator Arsenal on Curse (source)
  6. KWS is a BDArmory extension that adds several Cold War era weapons. Download links: https://spacedock.info/mod/1578/KWS : Kerbal Weapons System https://github.com/dundun92/KWS/releases/tag/0.2.2 BETAS Older Versions: Source: https://github.com/dundun92/KWS I currently adds only parts based on Stock BDA parts. It requires BDArmory Continued 1.1 Final or ABOVE. For BDA 1.0.0.0, use non-betas below version number 0.2.0 Localization has not been added yet, so feel free to help. It is under the CC BY-SA 4.0 license https://creativecommons.org/licenses/by-sa/4.0/ All thanks to the BDA team for the models used by most of these parts!
  7. Hello! [DEVELOPMENT HALTED] [FORWARDS COMPATIBLE UNTIL LEGACY MISSILE/GUN/TURRET CODE IS DEPRECATED] 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. Its expanded alot since initial conception as i gain more skill with KSP modding and making parts for BDAc in particular. Currently includes several turrets, Some experimental bits i did with combined modules, a cockpit and some new props that will eventually get separated into their own mod for IVA Makers. Known Issues (1) - Landing gear like to bounce on landing and deceleration on the ground, working on fix Dependencies (1) - BahamutoD Armory continued Pictures, Not all are shown. Download: https://spacedock.info/mod/1581/Non Politically Motivated Salvaged Parts Changelog Update V0.4 - Minor bugfixes to GBU Guidance and Turret ranges, brought them off 6.5 Kilometers since that was effin ludicrous -Fixed .50 Twin mount #Note for the GBU's / You have to keep the TGP Gimbal's of sight on your target for the bomb to track. just keep it off Gimble limits and hold a pylon turn and it will track. these things are powerful as hell too. Update V0.5 +GBU31-V3(B) Bunker buster +AGM-65G IR Maverick. double the power of the Standard AGM-65E That comes with BDAc +New props. Not important until i separate the props into their own folder, better to log it though. +GBU-16 LGB +Heli turret Reintroduced with new model +Some others that i cant remember -9M33 Development Delayed Indefinitely -ZSU-23-4 Shilka turret Delayed Indefinitely -Fix coming soon for Missile smoke -APKWS Rockets delayed pending Numerous errors -Props demonstrator pending -Moved Truck BMG Pivot -F-14 parts Delayed indefinitely -Development halted. Update V0.3 +M2HB Advanced Turret - Has a Targeting pod on turret for aiming, click the Turret button on the TGP Display and select the turret you want to aim incase you didnt know already. i've only recently figured this out myself and its why i made this turret. +Truck Turret - .50Cal mounted on a rotating ring, standard 1x1 panel size, perfect for vehicles +M2HB Twin mount - Good for naval vessels +New props - G Meter - Self explanatory. ACES II Ejection seat with animated handles, Working Eject arm and ejection function. - Tweaked GBU-12 Guidance - Fixed Konnel 52 IVA, Its very sparse and only good for seeing the kerbals right now until i get some more editing in, Get ASET For basic targeting functionality - Switched designation to 1.x.x since its just a parts mod, just keep your dependencies up to date Other notes for V0.2 and up Delete the Scheisseweapons folder if you for some god forsaken reason have the old version of this. Its been merged with the Konnel folder. Install like any other mod. just drag the folder into Gamedata. License - Configs are GNU/GPLv3, Models/textures All rights reserved
  8. 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 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0 Fixes Too many to list - see this tag in get for issues being corrected and comprehensive lists : https://github.com/PapaJoesSoup/BDArmory/labels/Fix Pending Release New Features Main issue tracking changes : https://github.com/PapaJoesSoup/BDArmory/issues/307 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 : https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.1-Hitpoints-&-Armor 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 https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration 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 : https://github.com/SpannerMonkey/SM-Marine/releases/tag/v0.9.9.0 https://github.com/SpannerMonkey/SM_Armory/releases/tag/v0.99.90.10 https://github.com/SpannerMonkey/SM_AFVs/releases/tag/v0.9.1.99 https://github.com/SpannerMonkey/SMI_MissilesLaunchers/releases/tag/v0.1.1.0-beta https://github.com/SpannerMonkey/SM_OSTandT/releases/tag/V0.1.1.0-beta https://github.com/SpannerMonkey/SM_Stryker-Aerospace-and-Armory/releases/tag/v1.1.20-beta https://github.com/SpannerMonkey/Large-Boat-Parts-/releases/tag/V3.9.3-beta Malfunc Weapons : https://www.dropbox.com/s/yf41npj2kuual9j/MalFunc Industries BBDA dev ready SM version 1.zip?dl=0 HullBreach Compatible with SM Mods : https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach.0.1.6.2_12022017.zip?dl=0 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 https://github.com/PapaJoesSoup/BDArmory/releases 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 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0
  9. Addon for BD Armory currently containing several weapons made by various divisions of Denel in South Africa. Download: Pack currently contains fourteen parts (five turrets, one missile launcher one bomb and seven missiles,) more are planned and in the process of being made but this is what I've done so far. Missiles Denel A-Darter. Denel Al-Tariq. Denel Mokopa. Denel R-Darter. Denel ZT3-Ingwe - Fires from ZT3-Ingwe launcher (it no longer fits in the TOW launcher :c) Denel Umkhonto-IR. Denel Umkhonto-R. Turrets / Launchers Denel 35mm Dual Purpose Gun. Denel G6 Howitzer. Denel LMT-105. Denel LMT-105 Canister. Denel GI-2 Helicopter Autocannon. Denel ZT3-Ingwe Fixed Launcher. Bombs Denel CB-470 Cluster Bomb Current version: 0.2 Upcoming stuff Note that this is a work in progress, if something doesn't work (with the models, I can't fix the BD Armory modules if they are broken) tell me and I'll look into it. If you have any suggestions let me know.
  10. dundun92

    Kerbal Combat Simulator

    Last night, I was watching a DCS tutorial (mind you I don't have it, but I like it). Then it came to me "why not turn KSP into a DCS type simulator" After all, KSP has the BDA addon, tutorials, scenarios/missions, and, best of all, you can build your own custom airplane. So here is my proposal : A pack that you place in a clean KSP install with select addons (RBDA, FAR, APP, etc.), tutorials, manuals, scenarios, and built-in crafts made by me, and anyone else who would want to help, for those who dont want to bother with building their own airplanes. The manuals would be either in KSPedia or .pdf format. Another thing to do would be to add the BDA displays to IVA cockpit screens. I would also modify parts into new parts (e.g, AIM-9 without warhead for tutorials). If you have any suggestions/questions, ask here. Release thread: Craft thread: http://forum.kerbalspaceprogram.com/index.php?/topic/163789-kerbal-kombat-simulator-kraft-thread/ Base Thread: Contributors: @Next_Star_Industries Mk8x bombs @jrodriguez's RBDA, destruction FX, and Physics Range Extender (PRE) @Shadowmage's Kerbal Foundries Continued. @Icecovery's AARS (automated aerial refueling system) @Papa_Joe's BDMk22, Vessel Mover, and BurnTogether. @blackheart612's AirplanePlus @Crzyrndm's Dynamic Deflection and B9 Pwings. @ferram4's FAR @AlphaAsh/@Ger_space's Kerbal Konstructs plugin. @DoctorDavinci's DCK Camo. @pellinors tweakscale @alexustas's ASET @MOARdV's JSI PRM. @Vens Vens stock revamp (duh!) @tetryds/ @ferram4/ @BahamutoD's Mouse Aim Flight. @fast_de_la_speed's Mk1 ASET cockpit. @linuxgurugamer's SXT continued *needs to be downloaded separately Here* @Starwaster's Procedural parts @blowfish/@NathanKell's Module Manager, AJE, an SolverEngines @sirkut's Infernal Robotics @JollyGreenGI/ @dundun93/ @AirShark for their amazing crafts. @Matuchkin for his campaign, scenario ideas. Team Members: @Matuchkin, @dundun93, @JollyGreenGI, @Lo Var Lachland, and (of course!) @dundun92
  11. Bonjour, je me lance dans la création de mod avec pour but un pack d'armes française pour BD Armory. Pour le moment toute aide est la bienvenue. Je commence par le MDBA Meteor Hi, i'm going to mod creation with the goal to make a french weapons pack for BD Armory. For the moment all help are welcome. I start with MBDA Meteor.
  12. Stock Weapons Challenge! Contrary to public misconception, stock weapons ARE a thing, and I want to see your creations! The Challenge: Build & Deploy a custom weapon using only stock KSP parts. WATCH THE STOCK WEAPONS CHALLENGE VIDEO TRAILER BELOW INSTRUCTIONS Build a STOCK weapon and deploy it against a specific target. You may only use parts from Stock KSP, no BD armory of course, other mods are ok as long as they don't provide any unfair advantages. You must use KSP Version 1.0 or later. To complete this challenge you must meet the following requirements: 1) Picture, GIF, or Video of your weapon. 2) Picture, GIF, or Video of the aftermath of your deployed weapon. 3) You MUST call your target (ex: VAB building, or a specific craft, or "ENTIRE RUNWAY") 4) You MUST prove your weapon works (accuracy be damned!) Impress me!
  13. This is the most recent video, launching two military ships and a a rescue mission, and some other stuff! I would love to hear your constructive criticisms, stuff you like and stuff you would add! I am also accepting crafts for the series, with these rules -No mods -500 parts or less -state if you would like it to be used on the Communist side or the /K/ommando Co side (or if you dont care what side, let me know) -Media fire/drop box downloads GREATLY appreciated! I will include your forum username, and I am excited to see what you have made! Let me know what you guys think
  14. WhiteWeasel

    Looking for weapons mods!

    It's been a very long time since I have played KSP, and I had a bit off a macey dean phase. Coming back, that sorta has not left, though I'm dropping the pretenses and wish to use actual mods! But what would you recommend? I know about BD armory, but are there any others that are 1.3 compatible?
  15. Jeb-head-mug kerman

    Medieval Weapons Pack for KIS

    UPDATED! Hello Fellow kerbals! I have now been a member of the KSP forum for almost a year now, and now that its christmas time i wanted to make a mod that NO ONE has ever made before. So i give you the Medieval Weapons Pack for KIS ! This is a mod which adds some weapons from the medieval era. Currently there are only four parts and they are: Dagger, Spear, Short Sword and Long Sword but i want to add some more weapons (they are listed bellow). Scimitar COMING SOON! Shield Helm Siege Weapons Rapier Battle Axe Bow and arrow and a lot of other parts! Alright... Tired of Big Ugly and heavy guns? Just wishing you could stab someone? well now you can! Review by kottabos games. This is a review of the OLD version. Download:Medieval Weapons Pack DOWNLOAD! Requires the Kerbal Inventory System mod. License: MIT
  16. 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
  17. Hello community! This is a dev thread for my upcoming BD Armory mod 'Random Ordinance Emporium.' This is my first mod that taps into the complexity that is 3d modeling and texturing. I am VERY new to this, so tips, tricks, and suggestions are VERY welcome! Below are some of the ideas I have for the first update coming later this February/March. Current Weapon Ideas. (NU = Next update) GR-12 Swarm Rocket: A tiny, short-range radar-guided missile that gets all its punching power from 'lethal impact velocities.' Meant to be launched 2-3 at a time. (NU) TTG-99 'Crackle' 50cal mounted gun: A compact 50cal surface mounted machine gun. Not very powerful, but great if you want to stay small. (NU) BAMO-05 'Jabberwocky' 30mm: A large, automatic 30mm cannon. Great for making sure things stay dead. Not a rotary cannon. DRO-02 'Thunderdrake' Missile: A large, medium-range radar-guided missile. It has a large warhead, but it travels relatively slow. Great for shooting down bombers.
  18. Krog34

    KSP: Stock Weapons Battle

    KSC Returns fire after taking heavy damage from an unknown assailant launching from the abandoned airstrip!
  19. Hey forum people! Information. 1. I use a Mac. 2. I use KSP ver:1.2. 3. I use BD Armory ver:1.2 So i am trying to use a targeting pod (I've tried both) but whenever I activate it, the screen where the view shows up is just a solid purple. I know I am doing it right because in the past KSP and BD Armory versions, it showed up with no hint of purple what so ever. I can't see anything in the targeting pod window, just solid purple. http://kspmalfunction.weebly.com/ this is a screenshot of the targeting pod Sorry I had to use such a crappy template. Only look at the first part because all the rest is template. Please get back to me as soon as possible!