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Everything posted by CrayzeeMonkey
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Wow guys, thanks for the positive feedback! I really didn't think this would take of nicely. I definitely will be maintaining this mod for a while. I may not be making BTR-90s but something more similar and earlier. I've established that i would consider WWI to Cold War weapons as "Old School", and the BTR-90 was designed in Russia in the early 90's. It doesn't feel that coldwarish to me. Though i will DEFINITELY be doing the SU-152. I have been planning to make tank destroyer guns to further diversify things. The T-54 is a Cold War tank to me, but it seems really intimidating to model correctly without several mistakes. I'll make it once i feel comfortable. No promises though, i might change my mind. I'll write your suggestions down in a text file, as that what Bahamuto seems to do. So it must be a good idea . Honestly, i don't know how to make a KAS weapon yet. I'll learn when i get around to adding them. Though you mentioned using an MM config right into a Kerbal, does this mean that Kerbals are actually a part but with a special module? I may do an aircraft turret, once i master how to make stockalike glass textures i will consider doing it. For now it's going in the text file. I was actually working on aircraft cannons before i released this mod. But i decided that i won't release it, as i thought it was of questionable quality. I'm working on it as we speak and it should be ready by the next update. Have a nice day everybody!
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Thanks! Thanks again for helping me with making the turrets. I still remember that post you posted that got me interested in making turrets. Thanks! That means a lot to me. I've always tried to make my artstyle fit in as much as possible among the other parts provided by BDArmory and Squad's parts. It took me a lot of hours and A LOT of iterations to make the textures and i'm glad it came out correctly. Thanks for the rep. In some pictures i could see Stukas armed with large gun pods designed to engage ground targets. I might consider adding that in the next update along with the aircraft cannons. Here is a picture:
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
After working on this for MONTHS, i feel like i'm finally ready to release this into the wild. I made a mod that adds some WWII turrets into BDArmory. If you are interested, click the picture below. On a completely different note. DCS + KSP? <TEARS OF JOY>. -
-Sorry, but due to several events i have discontinued development for this mod- I may have said that this is Version 1.0 BUT I AM STILL WORKING ON IT. I will continue to hammer out the remaining bugs and add more WWII turrets. THIS MOD ABSOLUTELY REQUIRES BDARMORY AND WILL NOT RUN WITHOUT IT BDArmory Link Downloads MediaFire Download KerbalStuff Download Page Hey TheUnamusedFox! Good luck with your EPLP Base on the walls of the Mohole and epic Frigate thingy! Installation (This assumes you already have installed BDArmory.) 1. Extract the .zip provided by the download link. 2. Inside the @RELEASE folder, cut or copy the 'OldSchoolTurrets' folder. 3. Go to your KSP directory and paste the folder inside the GameData folder. 4. That's it, Launch KSP and you should get the parts. To-Do List Fixed Aircraft Guns (Hispano Cannon, Fixed .30 Calibre Machine Gun, ShKAS/ShVAK) British Tanks (Cromwell and Churchill) American Tanks (Calliope?) Anti Aircraft Weapons (Bofors 40mm AA, 37cm Flak) Infantry Mounted Anti-Tank Weapons for use with KAS (British PIAT, Panzerfaust, Panzerschreck) Infantry Rifles and SMGs for use with KAS (MP40, The Tommy Gun, Sten Gun, Lee Enfield, Ect.) Part List: T-34 Turret [uses CannonShell Ammo] Kliment Voroshilov KV-1 Turret [uses CannonShell Ammo] PzKpfw V Panther [uses CannonShell Ammo] PzKpfw VI Tiger [uses CannonShell Ammo] PzKpfw II Luchs [20mm Ammo] T-60 [20mm Ammo] License Attribution-NonCommercial-ShareAlike 4.0 International. Creative Commons Attribution 4.0 International License (Have fun!) This is my first mod i have EVER set out into the wild. So PLEASE be critical and constructive! It's the only way i'll learn! Special Thanks to Spooglecraft for helping me make these turrets!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I'm pretty sure you're supposed to modify "ammoName" and "requestResourceAmount" in the config file. To let the ABL use Oxidizer for 15 per second. Set "ammoName" to "Oxidizer" and "requestResourceAmount" to 15. Here is an example. MODULE { name = BahaTurret weaponType = laser laserDamage = 125 ammoName = Oxidizer requestResourceAmount = 15 //EVERYTHING ELSE } What were you editing that made your Oxidizer using ABL 'not work'? If you need anything to modify about turret properties everything is in the MODULE { name = BahaTurret <Turret Properties Here> }. Source: Intense turret modding (I can make my own turrets and weapons from scratch). Have a nice day! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
It seems pretty simple to me actually. Though my C# knowledge is just limited to simple console programs, so mind me. BDArmory uses raytracing to simulate the bullets (I think). Currently (I think) when the ray hits a part collider (or any collider really) the ray stops and an explosion is spawned at the point where the ray stopped. The tracers you see when you shoot a gun are lines following this ray. Basically what i think that could be done to implement this idea is instead of an explosion being spawned when the ray hits a collider two things will happen. The timer set by user from the turret's right click menu will start and the plugin will start "penetration tests" on the ray. If the ray 'fails' the penetration test the ray stops in it's tracks and no explosion is spawned. If the ray 'passes' the penetration tests the ray will continue forward, with it's fuse still ticking. The timer or 'fuse' will determine how long the ray will live after it has penetrated an object. Once the timer or fuse is up the ray stops immediately and an explosion is spawned at the point where the ray stopped. Once the fuse or timer is up the ray will be long inside the vehicle, and the explosion would destroy all the internal components. Your idea of spawning an explosion in the CoM sounds like how a HESH round should function. Multiple round types would be awesome but would make BDArmory look like Skillful (If you don't know what Skillful is, it's the original weapon mod that really made weapon mods popular). I'm not saying that BDArmory looking like Skillfull is bad, it would be quite interesting. This has been suggested before actually. Baha didn't want to add chaff for gameplay reasons. Though since the resource used for countermeasure is called "Countermeasure" it wouldn't do much harm if the countermeasure pod GRAPHICALLY dispensed both flares and chaff. It would make it look more convincing. Not all Mavericks and radar guided. There are both IR and Radar guided versions. I can also recall a TV guided version. Have a good one! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Bahamuto hasn't posted anything for a while. Probably working on the new engine refraction mod. Good luck! Hopefully my computer won't choke while using it so that i can use it. I also have a few more questions about turret modding. 1. Can i set individual speeds for both aimRotate and aimPitch? So if i set the speed for aimRotate to 1 and i set the speed for aimPitch to 0.5, the turret would rotate at a speed of 1 and elevate/depress the gun at the speed of 0.5. 2. How do we make the rocket pods? What is the proper GameObject structure for them? If i make the rocket GameObjects children of aimRotate and aimPitch will it act like a turret firing missiles of some sort? I looked at a source code (I barely understood it) and all i know it takes a rocket model and duplicates it and "fires" it out of the pod. I also figured that i need a gameobject called "rocketsTransform" with the models of the rockets named "rockets" as children. Is this close to what i have to do? I also have some more questions over here. Sorry for bothering you with all my questions, i can stop if you are really bothered by it. I agree with this. It's really frustrating when the only thing close to having a realistic tank battle is when tanks run in straight lines, not taking cover and stuff. When you're implementing this consider letting the AI tanks use the terrain around them, including the KSC buildings to go into hull down positions and angle their armor with their vulnerable sides against a building or a steep terrain feature. Maybe even implement some kind of AI coordination system, where tanks would pin enemy tanks and another friendly tank could go around and flank. I also have a suggestion. My suggestion is to be able to add a "fuse" to a shell. So that when it hits a part and or meets a certain condition, a fuse will activate. When the fuse runs out, it explodes as normal. And when a shell hits a part it has a chance to go through or penetrate the part. I thought this would be useful because during my tank battles (In KSP), it is VERY hard to disable the internal components of a tank due to the toughness of those structural panels, making it very time consuming to kill just one tank. This suggestion would help because when the user configures a turret's ammo to activate it's fuse when it penetrates something. It makes some sort of APHE shell. Basically when a shell hits a structural panel, it's fuse would activate. While it's fuse is counting down the shell goes even deeper into the internal components of the tank, and when the fuse runs out KABOOM. The internal components of the tank would get rekt. You may think this is quite overpowered. But there should be a few parameters that could prevent the shell from penetrating the armor and delivering the explosive content upon the insides of the tank. For example, one basic one is to increase the chance that shells could bounce off angled armor, since the shell is not exploding on contact, it has many reasons to just bounce away. One more parameter is to set a "shell strength". One problem with most WWII shells is that due to the shock of hitting the armor plate they could disintegrate before penetrating the armor, doing virtually nothing to the armor and crew inside (If you're curious to how they solved this problem, they just used caps to reduce the shock of the shells hitting the armor, thus some shells are named APBC, or armor piercing ballistic cap. Meaning that the shell has a ballistic cap, the thingy that reduces the shock from the armor). One more solution is to make the shell undergo "shock/penetration tests" each time they go through armor, so there is a chance they would disintegrate everytime a shell has to pen an armor plate. So the user could just stack a lot of armor plates on top of eachother, or create Schürzen type armor (Spaced armor). What if the user plain does not want this feature. They could just set the fuse timer by right clicking in the turret and setting the fuse timer to "zero" (So they would explode immediately). Turrets will have their own individual fuse timers. Users could also just disable it through the Alt + B menu. If you did not understand this wall of text, here is a proof of concept GIF i put together in GIMP. Thanks for reading through this gigantic wall of text! What do you guys (Both Bahamuto and everybody else) think? Discuss! Have a good one everybody! God i write a lot. Probably the classical music. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Hello Again! I'm again having some issues in the wacky world of turret modding. The problem is with particles again. Every time i fire my modded gun the particles always persist for a few seconds (Which i think is quite long). Which is bad because the persistence very clearly emphasizes how bad i set up my particles. I want the little big and intense flash that your M1A1 turret makes when it fires. FIXED THIS! For fellow modders curious on how to decide how long the particles will persist. Play around with the energy values of the particles in Object Inspector > KSPParticleEmitter > Energy Also, if i want to make a turret that traverses 10 degrees per second and since you say that i should input values as "Degrees per Physics Frame" and if my game plays at 60 FPS (Which is barely does, trust me). So if i have 60 frames per second so i should find each frame by doing 10/60 = 0.16. So that's 0.16 degrees per physics frame. So if i put this in my config file would i get results that is something like 10 degrees per second? Thanks! TRIVIA! What tank, according to some game with the word 'War' and something about those little flashes of light during a big storm in the name has a traverse of 10 degrees per second (Ya know, with the ultra-nationalistic Russian bias and horrible matchmaking. Though with really nice shell physics that i REALLY think BDArmory should have, making tanks and tank battles in general more fun.). Winner gets to import this tank as a turret in KSP and totally ruin my chance of making a turrets pack based on real life tanks. I think this has been done before actually. Somebody attached a Hullcam camera to Bahamuto's M1A1 Abrams turret and it moved along with the turret and followed the mouse. I don't exactly know where that post was but it's definitely worth a look. I have experience in making turrets and i may actually make a dedicated turret using this magic trickery, if i can find the post and contact the guy who did it. If you're really invested you should look into some tutorials on basic part modding and general texturing in Blender, if you're not interested, that's fine. If you need any pointers on turret making once you've learned. Feel free to ask. Have a great day! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I wonder, will the bullets have different paths and trajectories? Even with the fireTransforms facing forward? If this is true you could fix your shotgun by putting a high inaccuracy parameter for your part. That way if the different projectiles are calculated the multiple projectiles would spread immensely and creates a shotgun effect. If BDArmory does not calculate different trajectories for your part then the bullets might just fly across in one cloud of metal. What happens when you make multiple fireTransforms facing different directions anyway? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I have a question about modding. Can i add multiple guns or projectiles in one turret? I'm thinking of making a canister shot 18th century cannon for fun's sake. I assume you can do this with different fireTransforms, is this correct? Also, how do you make your textures. I'm working on something and i'd like to make my textures as BDLike as possible. Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I've never done plugins before in my whole entire life. I know C#, which KSP uses. But i've never wrote plugins for games before. But i might watch some tutorials and consider this as my first project. I agree with you with the thread being overloaded with requests, i've even put one up myself. So i've just been modding my own weapons in . If you mean the growling sound of the AIM-9 when you're locking on a target. It should be pretty simple enough. What i'm thinking of making the growling sound play when you have an AIM-9 selected and you have a valid target. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
You're very welcome! My KSPParticleEmitter works now! I had a hunch that it was the default particle. But because i don't know how to make particle textures, i just skipped that one. Just one more problem. The particles are always firing, even in the editor. I don't understand why it's doing this. Should there be an animation playing this particle every time the gun fires? Like "fireAnim" I suck at using unitypackages. When i open the example turret along with some models and materials there is an animation called "fireAnim", when i select it it says there is no model attached to it. So i don't know if fireAnim relates to the particles or not. Also, one more question, what units are the numbers in in your configuration files? I'd like to make my gun turret quite accurate (by accuracy i mean historical accuracy). Thanks! EDIT: Can you use multiple muzzle transforms? Your Oerlikon Millenium seems to have four of them? EDIT 2: How did you make the scratches on your specular map? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Here is the hierarchy with muzzleTransform selected. The only component on top of KSPParticleEmitter is "Transform" which is grossly unimportant in this problem. I also get this error while writing my stuff using KSP/PartTools Might this be something with the Particle Emitter itself? That ">:0" at the end makes it looks quite serious. HERE IS THE OUTPUT LOG EDIT: part "aweful" is the older T-34-76 turret i made, that is not the turret i'm having problems with. Thanks in advance! Plus, what do you think of my suggestion? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I was also thinking of suggesting this once. Since somebody has put this out there i might also give my input. (Welcome to the forums! , by the way) The kind of guidance the TOW missiles use is called SACLOS (Semi-Automatic Command to Line Of Sight). Since it relies on Line of Sight, the weapon (obviously) should have line of sight to the target. After launching the weapon, the player has to put the white pipper (The circle thingy that replaces your mouse when you activate a weapon in flight) on the target and the missile SHOULD pick the SHORTEST path to the white pipper. The missile also requires some sort of connection to the firing platform. The TOW does this through a wire attached to the firing platform and in other weapons such as the 9M133 Kornet ride a laser beam pointing directly to a target. So when this connection gets cut off somehow (Like when the TOW missile's wire is cut off and the 9M133 Kornet's laser beam is interrupted) the missile will go wherever it wants. I haven't done much research on the Kornet and i'm not sure, but the Kornet should ride the laser beam once it re-detects it. The TOW, obviously not, as the wire is actually cut. This would make REALLY good ATGMs, using AGMs like the Hellfire on my tanks is really annoying, and they have no short range capability. The lack of this also makes it impossible to make nice and effective missile-based tank destroyers. Guns for tank destroyers are overrated! If you don't know what to model the TOW's firing platform after, Here is a suggestion. Basically, the missile would be launched from the turret-type launcher on the left of the picture. This is just a suggestion though, thanks for taking the time to read this! On a completely different note. I'm still having a problem with my custom turret. I want my turret to have muzzle flash yet when i use muzzleTransform, with KSPParticleEmitters or not, it won't load. My turrets can only currently work without muzzleTransform. Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Hello Again! I couldn't find that "muzzleTransform" GameObject in the example turret. So i'm not 100% sure how to make fire animations for my turrets. Could you elaborate more on this? I only know that i have to use a KSP Particle Emitter. However, any specifics? I'm very new to Unity and i've never used particles before, Hopefully this goes well. Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Oh YES! Thank you so much! I got it working! PROPERLY! I point my fireTransform's z direction to the direction of the "barrel". Worked perfectly. Thank you SO much for helping me out with your PMs and with your post. When i get past my modelling and texturing woes i might just make a tank turrets pack based on obscure tanks. Have a bright, dazzling, flashy, intense, luminous, radiant, scintillating, sparkling, ablaze (the good kind), clinquant, coruscating, effulgent, fulgent, gleaming, glittering, glossy, incandescent, lambent, lucent, lustrous, refulgent, and resplendent day! On a completely different note. I have a question for Bahamuto. How did you make this effect on the Oerlikon Millennium? Did you use a Normal or Specular map? Or just some texturing trickery? Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Hello! I got my t-34-76 turret move and fire. However, the gun is pointing the wrong way. Note that both my aimRotate and aimPitch GameObjects have their x arrows pointing the same as the gun and their z arrows pointing up. I don't know where to point the y arrows. Moreover, do i have to use muzzleTransform? My gun does not have muzzle flash or smoke. Could you also elaborate more on adding flash or smoke on your guns? Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Hello! I've been trying to make a T-34-76 turret to get a hang of making turrets for your mod. But no matter what i try i cannot for the life of me get it to work. The specific problem is that when i put my turret onto a craft and launch it and using the right click menu i try clicking "Toggle Turret" and it does nothing. I really don't know what's wrong. I've check the debug log and when i launch my craft with the turret there is exactly one "[Exception]: NullReferenceException: Object reference not set to an instance of an object". I don't know what's causing this. The most helpful debug message in my opinionØŸ So here are the parents and children in Unity. The Config File: PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = aweful module = Part author = Crayzee // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0, 0, -1, 1, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 3500 category = Utility subcategory = 0 title = T-34-76 manufacturer = Koseph and Ko. description = A 76mm cannon on an armored turret. Don't expect this to work. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 125 maxTemp = 3600 stagingIcon = SOLID_BOOSTER MODULE { name = BahaTurret weaponType = cannon rotationSpeed = 0.5 fireSoundPath = BDArmory/Parts/m1Abrams/sounds/shot overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat hasFireAnimation = true fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch roundsPerMinute = 10 accuracy = 25 bulletMass = 8.35e-3 bulletVelocity = 1650 ammoName = CannonShells requestResourceAmount = 1 maxTargetingRange = 5000 bulletDrop = true projectileColor = 255, 247, 0, 255 cannonShellPower = 8 cannonShellRadius = 30 minPitch = -4 maxPitch = 27 yawRange = -1 onlyFireInRange = false maxHeat = 3600 heatPerShot = 60 heatLoss = 740 tracerStartWidth = 0.8 tracerEndWidth = 0.01 maxEffectiveDistance = 5000 } RESOURCE { name = CannonShells amount = 10 maxAmount = 10 } This is CRAZY, Where did you learn this all? My mind cannot wrap around what i have to do. I saw your video on that mech platformer video game your making, and really i cannot even code physics on even the most primitive of programming languages (Good luck on it too!). What tutorial did you read to be able to make plugins for KSP? I am a horrible 3D artist and i have some ideas like a better TTSeatFixer mod and an addon plugin to BDarmory with shell penetration and fuze delays that require plugin work. I'm sorry if this seems a bit "quick" i was quite irritated when i wrote this. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Bahamuto, what is the name of the font of the text that you use for the text in your parts? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
CrayzeeMonkey replied to JoePatrick1's topic in KSP1 Mod Development
I wonder, how will these balloons work while in another planet's atmosphere? With this. I'm thinking of slowly putting down rovers on Duna slowly with balloons. Like a balloon powered skycrane. Will these balloons also slowly deflate when punctured? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Bahamuto, can you consider writing a plugin that removes the "Cannot switch in the atmosphere" message? Because 1. It's annoying. 2. It really nullifies some advantages of the extended load range. 3. It really ruins the setup of some of my dogfights. I apologize if this has been asked a lot/or already tried and it's not possible. I was just wondering if you were aware of this and had any plans to remove it. (I may be pushing too far but, a plugin that puts kerbals on seats on launch? I REALLY want to strap Jeb to a modular Air-to-surface missile without all the hassle) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Could i get one of the turrets you made? They seem quite interesting. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
I am also very interested in making turrets. I saw Bahamuto's stream and found that he had an animation for his guns. Do you have to do that for the cannon? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Hello! I have something that you may want to consider when updating your mod. Every time i use action groups for "Switch Teams" and "Toggle Guard Mode" for the Weapon Manager, it gives me no feedback on what i've done except the BDArmory weapons screen. It would be nice if every time i switch on Guard mode with action groups a "click" sound would play and it would say at the top of the screen "Guard Mode On" or when i switch my team there is a "click" sound and it would say "You are now in team: <team>. I saw your dev stream and the Oerlikon cannon is very welcome. If you're making more cannons, i really suggest you model it against this Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
CrayzeeMonkey replied to BahamutoD's topic in KSP1 Mod Development
Did you just buy KSP 1.0? BDArmory does not support 1.0 (The release version). You may have to wait until this mod is updated to be compatible with 1.0. Or you could just use version 0.90, which this mod supports.