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  1. AC/DC - Thunderstruck [KSP Edition] This is a cinematic I made during the summer because, well I got inspierd by the ''real life'' music video and thought to myself ''hey I can make that in Kerbal Space Program'' so I did. This is also the first Cinematic I've personaly managed get 100% done, I've tried to make one in the past but I lacked crativety at the time and it ended up never getting done. The video was a pain to make because of the 50+ mods i had installed at the time and recording on my laptop made the game frequently crash all the time, but hey it was woth it in the end I guess. Hope you enjoy(ed) the video. Craft Downloads I personaly made all the crafts in the video and they are all downloadable here (some of the crafts may not actually worke properly read README in the download for more info) Mods used: BDArmory Camera Tools Firespitter Kerbin Side Magic Smoke Industries Infernal Robotics Raster Prop Monitor Scatterer TweakScale Vessle Mover North Kerbin Weaponry Hull Camera VDS SXT - Lack's Stock Extension Procedural Wings
  2. Just finished up my project for today, a semi-detailed Su-27. Complete with radar and weapon systems, as well as accurate landing gear positions. Initially it had center-of-lift issues, as well as some crazy instability, but that's mostly been tweaked out. I used parts from a variety of mods here, such as B9 (for the engines and wingtips), and BDArmory for the weapon and radar systems. And, of course, I had to tweakscale various parts to get it to look decent. Real-life comparison
  3. 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
  4. Hello everyone, I have a problem with bdarmory. The problem is whenever i launch a craft on either to launchpad or runway the screen is all black. In addition to the screen being black, the altitude gauge is blank, the speed reads: "0.000000m/s", and the time reads the maximum time (999 years or something like that). My other mods are the B9 parts pack, adjustable landing gear, aviation lights, BD parts pack, better burn time, chatterer, firespitter, KER, KSP AVC, KW rocektry, spaceY heavy lifters and parts pack. Does anyone know how to fix this? Im on ubuntu 16.04 with 8gb ram, and ksp 1.1.3. -MadRussian42
  5. Big planes. Big guns. Big fun! This challenge shares the same matchmaking format of @inigma's ASC series of challenges, which is as follows: I will enter a single aircraft, which will be the King of the Hill, or KOTH. Competitors will design their own craft in order to compete against mine. If they succeed in taking my aircraft down 2 times (Best out of three) they gain the title of King. At the end of a season (9 fights), the player who beat the most other players as KOTH (The person who was the King for the longest amount of matches) wins a place in the Hall of Fame, and a free coupon at Jeb's Bar n Grill. Now, rules for craft design. Matches are either 2v2, 2v1, or 1v1. Please specify which your craft is. Upload all entries to KerbalX Current theme: SHFC #1: 1940-1950 Jet/Prop bombers Mods: BDarmory Aviator Arsenal KAX Craft specifications: 2 craft: -You may only use Aviator Arsenal weapons and the .50 cal weapons in BDarmory -2 Junos Maximum, all other jets are prohibited. -Each one must be heavier than 20 tons with fuel and ammo -55 parts max -Each one must carry no more than 4 guns -Each one must carry no more than 1 turret (Or self-aiming gun) -NO MISSILES! Hydra rockets are okay. -All stock parts are permitted, with the exception of reaction wheel modules and rockets. No RCS either. -Must look like a plane and fly properly with an AI module attached -Must be manned -NO LASERS 1 craft: -You may only use Aviator Arsenal weapons and the .50 cal weapons in BDarmory -3 Junos maximum, all other jets are prohibited. -Must be heavier than 35 tons -110 parts max -Must carry no more than 10 guns -Must carry no more than 2 turrets (Or self-aiming guns) -NO MISSILES! Hydra rockets are okay. -All stock parts are permitted, with the exception of reaction wheel modules and all rockets. No RCS either. -Must look like a plane and fly properly with an AI module attached -Must be manned -NO LASERS Current KOTH: TheOptimist (Not the real king) https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-Cheese-Wheel-MKI (2 craft) Current Roster: -drtricky https://kerbalx.com/drtricky/1F-38-Matador (2) - - - - - - - SHFC Winner: TBD
  6. Hello everyone, I have a problem with bdarmory. The problem is whenever i launch a craft on either to launchpad or runway the screen is all black. In addition to the screen being black, the altitude gauge is blank, the speed reads: "0.000000m/s", and the time reads the maximum time (999 years or something like that). My other mods are the B9 parts pack, adjustable landing gear, aviation lights, BD parts pack, better burn time, chatterer, firespitter, KER, KSP AVC, KW rocektry, spaceY heavy lifters and parts pack. Does anyone know how to fix this? Im on ubuntu 16.04 with 8gb ram, and ksp 1.1.3. -MadRussian42
  7. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx NOTE TO ALL USERS OF SM MARINE There are issues in KSP 1.6.x with certain parts containing multiple animations . These issues display as broken information in the PAW (right click menu) and the animations being inoperative . The fix is fairly simple but time consuming to do and will be dealt with in a small update shortly. This and the broken IR aside all parts appear to be working well and fully functional in 1.6.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx SM Industries Presents v0.9.9.3 SM Marine KSP 1.4.X BDA 1.2.X OnlyUse SM Industries Included 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 https://github.com/SpannerMonkey/SMIndustries/releases 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 https://github.com/SpannerMonkey/SM-Marine/issues 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. Ever wanted a Biplane or Triplane in Ksp well i made them both. MODS REQUIRED : http://goo.gl/GPjfPF https://goo.gl/0UBnH4 DOWNLOAD : https://goo.gl/HiR Pictures : http://imgur.com/a/fR5Uc
  9. Hey guys, I installed BDArmory the way I'm supposed to, and even looked up how to do it again after this issue accused a couple times, but I'm able to build my ships and planes in the hanger and building, but when I go to launch it blacks out for a second, and then the game focuses on the sun really up close. I'm able to zoom out after a second or two but I can't refocus on my ship, or the KSC. I can focus on different planets and that's about it. Anyone have any ideas or tips? Otherwise I will probably be unintelligible it.
  10. so this is the problem. When i go to launch a craft with the latest version of bdarmory there is some sort glitch where behind the HUD there is a huge black orange and yellow circle and nothing responds. How do i fix this or is it a compatability issue with the new ksp version.
  11. Can some recommend me a best fighter aircraft you know for BDArmory? I want to test it against my own airplanes (i.e., dogfight, with both missiles and guns).
  12. Welcome to the ASC Dueling Arena! Tired of waiting for an official tournament slot to see how your fighter fares against others? Wait no more! Post either a duel challenge or a duel result: Open challenge: Make a post stating you want to open your fighter to challenge anyone Link your fighter in the post List any mods used. (You can upload your craft to KerbalX.com to have it do all of this for you). Post a dueling result: Make a post showing a picture or video of your fighter winning or losing against any other craft in this thread. Include a link to your fighter in your result post so your awesomeness can be confirmed by others. Duels are whatever you wish to setup (1v1, 2v2, 3v3, 2v4, etc). The idea is to show how you win, or lose, so in the crucible of combat dueling, you and others can improve combat aircraft designs. Who will post the first fighter requesting a duel?
  13. Hey All First post here, so i thought i would start with an A-10 cause i just love that plane. The Design is still in the making i have to work out a few bugs, like when taking off it loves the drift to the left then roll and well explode..... More information, pictures and videos to come..
  14. SERIES III Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW1 Theme) How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @Draconiator | @colmo Check out these other ASC Divisions: ASC-IV (No Restrictions) Coming July! | ASC-A (PvE Arena Ladder) Coming Soon! King of the Hill: TorchedForever - K1A Volante Number of Wins: 8 Registered belligerents: The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - DEFEATED! GDJ - Avro Super-Bee - DEFEATED! He_162 - Heinkel P3 - DEFEATED! Triop - FU-247 - DEFEATED! epicman81 - 1 mk25 Llama (20mm), 1 mk25 Llama (50 cal), 2 mk24 Starfish - DEFEATED! Draconiator - Kerbwith Alpaca - DEFEATED! AlexTheHu - ASC Tri - DEFEATED! qzgy - PointyStickFish Mk 11 - DEFEATED! It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! ASC Series Playlist: The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge III Match Rules: All matches are hosted in KSP 1.1.2 with the latest BDArmory, Kerbal Aircraft Expansion, and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM inigma to do so). Challenges are best of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) 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. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on the official YouTube playlist embedded above. Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 50 part limit maximum per craft. 2 fixed guns maximum, no turrets All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if any of the ASC match hosts fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.1.2 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects HyperEdit iPeer's InFlightFlagSwitcher Kerbal Aircraft Expansion Malah's QuickBrake Take Command Texture Replacer Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC III KOTH belligerent vs king (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series III - Line of Succession SuicidalInsanity - SI-5 Tyrant - 1 win Draconiator - Super Llama - 1 win JollyGreenGI - K&K Sweep - 2 wins Bananders - Crown Nightingale Mk2 - 1 win The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - 2 wins TorchedForever - K1A Volante - 8 wins Previous ASC Series Top Reigning Kings: ASC-I - SuicidalInsanity - Solarius III - 6 wins ASC-II - g00bd0g - VulcaRaptor - 10 wins - ASC Grand Champion ASC-III - TorchedForever - K1A Volante - 8 wins
  15. DOWNLOADS: https://www.dropbox.com/sh/hyuxq42y9swbbbo/AADJHDa6AfC-ciMq6guVeQ3la?dl=0 After a long concept-art binge a short while ago, I decided to create a pack of custom-designed fighter jets (stills from Ace Combat Infinity/7 were a major inspiration). The goal was to have each individual design (both in stock and with a weaponized BDA version) be not only highly functional, but also look spectacular in terms of aesthetics. I feel that I've managed to accomplish this goal. All the jets come in stock and BDArmory versions, though I will say that my loadouts are likely sub-par for the BDA ones (I advise you re-arm them to suit your preferences in that regard). Every jet has these common Action Groups (the BDA versions have extra ones, and the Ronin has AG 3 bound to open/close the cockpit): Toggles engines on/off Toggles afterburners on/off Without further ado, here's the 4 aircraft contained in this pack (which is accessible via the dropbox folder linked above): // ATS-F MK-001 Shiva /// A 2-seat Heavy Fighter/Interceptor (can be used as a Fighter/Bomber as well) with a proven track record of victories in BDA testing. The Shiva's the only aircraft in the entire pack to have never been damaged in AI dogfight tests. // ATS-FX02 Ronin /// Apologies for the BDA text there. A fast, ultra-advanced air superiority fighter utilizing a unique custom cockpit design in which the pilot is encased in an armored shell and utilizes high-end glass cockpit/sensor fusion/VR tech to fly the jet normally. (To use, control via the MK2 drone core in the fuselage. To seat a pilot, take a kerbal to the cockpit, move your camera inside, locate the command chair and put him/her into it.) Features include supermaneuverability, top-notch aesthetics, a custom cockpit (that often will save the life of the pilot), and high performance overall. // ATS-FX03 Banshee /// A blazingly quick, lightning-fast fighter capable of reaching Mach 1+ straight off the runway. The Banshee also is extremely agile and features superb durability and combat performance. // ATS-K Polaris /// A small, quick light multirole fighter designed to be deployed in squadrons. Capable of carrying a mix of light air-to-air and air-to-ground weaponry, it is quite capable of holding its own in contested airspace. Enjoy!
  16. The Vulture is one of my more functional craft designs, since it is quite maneuverable yet stable. It's designed for FAR, KJR and Dynamic Deflection, warranty void if exposed to stock atmosphere/physics. Abort triggers the emergency cockpit separation, intended for the pilot surviving aerodynamic failures / wings made of Swiss cheese. Abort does not work well if the plane is nosediving into the ground due to the time it takes for the chutes to deploy. It carries 8 AGM missiles, a targeting pod, a radar receiver, and a mostly useless ECM pod (since it drains too much electricity to have on all the time). Power is provided by both the turbofan as well as a fuel cell. Secondary armaments are 2 rocket pods and a vulcan. By default, all my craft carry a probe core because I keep obliterating them and I would go through too many kerbals if I didn't always use them. I have tuned BDA's AI pilot for the plane to reliably work, or at least not immediately nosedive into the ground, so have fun! https://www.dropbox.com/s/y98t7y96udwmo0h/Vulture.craft?dl=0 Requires BDArmory to load.
  17. 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
  18. N.A.N.A. Sinking About Warning this is a W.I.P Some things I made while testing out BDArmory (and boats). It's main functionality is adding sinking support, but does some more than that. If you don't need it just delete/edit the config files. What does it do?: Part Sinking Capability: Certain ship parts now have the resource "SeaWater". If the temperature of the part reaches a certain threshold and is in contact with water, it will start take on water, get heavier and eventually sink. On the other hand, if the part is not in contact with water, any SeaWater inside will leak out. If the temperature drops below the temperature threshold it will stop take on water. However, if a hull part connected to another hull part explodes the connected part will take on water permanently. Superstructure parts will start take on water if they come in contact with water. Sinking Alarm: Adds a Ship alarm module which can be found under the Utilities section (copy of the Barometer). If attached to the ship, it will warn you when your ship is damaged enough to taking on water, as well as give you a warning when you have armed a weapon. MK41 VLS Clipping Functionality: MK41 launchers from Malfunc Weaponry can be clipped into its parent part (e.g. the hull) without obstructing the missile inside. It also adds some fancy effects when launching. Note: The MK-49 launcher has to be attached to to the part it needs to clip through, I.e. the hull. Various fancy visual/sound effects are also added. Attachment Points For Vertical Launching: Adds attachment point for vertical launching for an assortment of missiles that I often use (also includes parts from other BDArmory mods if you have them). Large Boat Part Nerf: Nerfes parts in the Large Boat Parts mod. Warhead Switching: Adds warhead switching for several parts. Cargo bay automatic clearance disabler: RAM Launcher Turret from Malfunc Weaponry now has a built in clearance auto-disabler, for launching things that normally doesn't work. Missile Guidance Switching: Adds missile guidance switching for several parts. Flag: Adds the N.A.N.A. flag. Some details: More config files may come in the future as I play around with other parts. ChangeLog Required add-ons: BD Armory Module Manager Maritime Pack (not necessary if you are creating your own config files) Malfunc Weaponry (necessary if you want the MK41 launcher) Large Boat Parts (not necessary if you are creating your own config files) Download Or Download License: Reserved Source
  19. Hereby I proudly present you my first mod - a Point Defence Cannon as seen on MCRN Tachi space corvette in The Expanse TV series. Point defence cannon is essentially a space CIWS. So far I have only fixed model that is just raised on its mount when activated. But I plan to add the one that will retract into special bay eventually, just like the ones in the series. The nicest feature is the inbuilt tracking-only radar with RPM camera built in. If you have Raster Prop Monitor installed then you'll be able to watch your target on MFD screen as the radar tracks it. Download from Spacedock: http://spacedock.info/mod/327/Tycho%20Orbital%20Shipyards%20weaponry Suggestions are welcome
  20. 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(don't panic the correct version of SMI is included in every download) Latest Update v0.99.99.93 Further enhancements, localisation. texture updates SM Armory for KSP 1.4.X and BDA 1.2.X ONLY Important note regarding recent BDA changes specifically BDA 1.2.2.2 see spoiler 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.X BDA 1.2.X Only v0.9.14.00 The T90 and New Tracks Update 17 new sets CONTENTS Here now SM AFVs Tanks and trucks Gives you parts to build Tanks and trucks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SM Old School Turrets and Tanks Current Release KSP 143 and BDA 1.2.1 onwards v0.1.2.0 download from github v0.1.2.0 download from SpaceDock SM_OSTandT SM Old School Turrets and Tanks REQUIRES INSTALLATION OF SM INDUSTRIES DOWNLOAD SMI FULL LICENSE DETAILS SM Old School Turrets and Tanks pre 50's military vehicles A rebirth of OST and OST Redux into a proper mod Features complete hulls and turrets for various tanks CONTENTS ALL HULLS COME WITH BASIC iVA FOR UP TO 4 CREW FLAK TURRET --------------------- IS 122 TURRET IS122 HULL GREEBLES ------------------ KERMINOV K17 THE FIRST KERBAL TANK ---------------------- KV1 TURRET KV2 TURRET KV SERIES HULL --------------------------- LOL TRAKTOR TURRET LOL TRAKTOR HULL LUCHS TURRET ------------------------- M4 SHERMAN HULL 75MM TURRET 105 HOWITZER TURRET --------------------------------------- M60 PATTON HULL STANDARD TURRET UPGRADED TURRET CUPOLA TURRET ------------------------- JU87 GUNPOD PANTHER TURRET ----------------------------- PZ4 TURRET PZ4 HULL -------------------- T34 TURRET T60 TURRET _____________ TIGER 1 TURRET TIGER 1 HULL SMI Missiles and Launchers KSP 1.4.X BDA 1.2.X ONLY V0.02.0 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 pagehttps://github.com/SpannerMonkey/SM_Armory/issues 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
  21. 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/
  22. Hello. So, if anyone has a link to a download of Bd armory Version 1.0 for KSP V 1.0.5. That would be great. Since kerbal stuff is down.
  23. I would hope you send me some crafts. i would like if they use BDarmory and stock parts. And if they are aircraft, put the AI control thingy on somewhere. THANK YOU! Ax1don
  24. Hello. I've been looking for a contract mod that would enable me to get combat missions, with help of BDArmory. I saw the 5dim mod, it seems it is broken at the moment, so are there any other mods that do the same thing? Thanks in advance!
  25. I got interested in some speed record craft (1379ms with fairing and sacrificial fairing nose) and extended this plane into a bomber, then added some BDArmory cruise missiles for fun. It can super-cruise (half throttle) at nearly Mach 4 and deliver 2 cruise missiles nearly anywhere on Kerbin if fully fuelled. It almost does not do any other speeds than barely in the air and supersonic. Not what I thought I would be building this week. Download
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