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  1. Please note that Physics Range Extender and Module Manager are required dependencies for BDArmory Plus Also be advised that using the World Stabilizer mod will cause problems with PRE as it has its own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BDA+ Release Links: Github: https://github.com/BrettRyland/BDArmory/releases Spacedock: https://spacedock.info/mod/2487/BDArmory%20Plus Issues link: https://github.com/BrettRyland/BDArmory/issues Wiki: https://github.com/BrettRyland/BDArmory/wiki Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Module Manager (REQUIRED): https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-112x-module-manager-422-june-18th-2022-the-heatwave-edition/ Supported Mods: BDA+ has been made compatible with the following to allow integration with these mods: Camera Tools continued B9 ProcWings Fork Modified Procedural Parts TweakScale Ferram Aerospace Research Continued Firespitter (partial - only the active vessel has active engine throttling) Weapon Packs for BDA+: Fox Defense Contracts - Tank Turrets SMI Missiles and Launchers Aviator Arsenal Continued Kerbal Field Weapon Pack ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Overview BDArmory Plus (BDA+) is the release of two-plus years continuous development of BDA off of BDArmory Continued. Previously this development effort was released under BDArmory for Runway Project, but going forward it will be released under the BDArmory Plus (BDA+) name. BDA+ has numerous features and bugfixes over BDAc: Performance optimizations, tournament/autospawn tools, AI improvements, overhauled weaponry, hull material options and armor mechanics, battle damage, racing/waypoints and other game modes, and loads more. See the changelog for the full list of improvements and fixes. BDA+ also maintains compatibility with existing BDAc part mods and will continue to do so in the future. The BDA+ team consists of @DocNappers, @SuicidalInsanity, @josuenos, @BillNyeTheIE and many contributors from the Runway Project community and beyond, including: Aubranium, Scott Manley (@illectro), Stardust (@Box of Stardust), Kurgan (@TheKurgan), Kaz (@Ryugi), CeruleanEyes, Fluffy, Cl0by, Concodroid, EzBro. BD Armory was originally developed by Paolo Encarnacion (@BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! Previous maintainers of BDArmory are @Papa_Joe, @jrodriguez, @SpannerMonkey(smce), @gomker, @TheDog and @DoctorDavinci. Changelog v1.9.0.0 v1.8.0.1 v1.8.0.0 v1.7.1.0 v1.7.0.0 v1.6.12.0 v1.6.11.0 v1.6.10.1 v1.6.10.0 v1.6.9.0 v1.6.8.0 v1.6.7.0 v1.6.6.0 v1.6.5.0 v1.6.4.1 v1.6.4.0 v1.6.3.0 v1.6.2.0 v1.6.1.0 v1.6.0.2 v1.6.0.1 v1.6.0.0 v1.5.9.4 v1.5.9.3 v1.5.9.2 v1.5.9.1 v1.5.9.0 v1.5.8.0 v1.5.7.0 v1.5.6.2 v1.5.6.1 v1.5.6.0 v1.5.5.1 v1.5.5.0 v1.5.4.1 v1.5.4.0 v1.5.3.1 v1.5.3.0 v1.5.2.1 v1.5.2.0 v1.5.1.2 v1.5.1.1 v1.5.1.0 v1.5.0.0 For older changes dating back to when the BDArmory Plus (BDArmory for Runway Project) forked from BDArmory Continued, see the changelog on SpaceDock. License BD Armory was originally developed by Paolo Encarnacion (BahamutoD), and later maintained and distributed by the BDAc team under the license CC-BY-SA 2.0. This mod is now called BD Armory Plus, and is being maintained by the BDA+ team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ before attempting to modify and redistribute it. BD Armory Plus contains un-modified code originating from BDArmory Continued based off of Aircraft Carrier Accessories that was used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Plus also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  2. A TEMPORARY FIX FOR 1.6.X CAN BE FOUND HERE ATTENTION: Behaving quite stable now though, this stuff is still under development. Remember to read and follow ALL manuals below, and use it at your own risk. Naval Artillery System(NAS) is basically an expansion of the amazing BahamutoD's BDArmory, providing a set of naval weapon replicas and weapons used to attack naval ships from both side in WWII. It is still WIP, and not so detailed, we would improve that soon. PERHAPS The pack is now under development of a modding team named Kerwis, members of which are all from China. I am honored today to post this small expansion to you all! Our members: Models: Ben, BF2_Pilot, Edoaca, GeorgeDuty, Icecovery, ladeng, Minamion, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, Minamion, sky92 Import: BF2_Pilot, flywlyx, GeorgeDuty, ladeng, ouloul Configs: Acea, ladeng Technical Support: BF2_Pilot, flywlyx, GeorgeDuty, HoneyFox, ouloul, Summerfirefly Debug and DEBUUUUUUUUUG: All of us above, and Himidori Shuumoto Localization Supporters: Japanese: eboshi Russian: Next_Star_Industries, NISSKEPCSIM Simplified Chinese: Acea Spanish: fitiales Special Thanks: harpwner (for his wonderful firing effects) TheBeardyPenguin & TAPEGaming on YouTube (for their awesome Fall of Kerbin series and actual battle data for us to rebalance and improve NAS) REQUIRES: BDArmory Continued v1.2.0 or later. Older versions are not supported. Module Manager, an API by sarbian and all of you know what it is. RECOMMENDS: Hangar Extender, a plugin by Snjo, allowing you to build larger ships. Kerbal Joint Reinforcement, an excellent plugin by ferram4, which strengthens the link between parts. Large Boat Parts Pack, a warship expansion by Laythe and SpannerMonkey(smce), which give us easier access to constructing WWII and modern naval ships. Maritime Pack, a universal ship expansion by Fengist, which provides parts ranging from steam ships to escort/light carriers and new functions. SM Marine, a warship mod by SpannerMonkey(smce), including almost everything about modern naval building and battles. WW2 Warships, a ship simulating mod by Azimech, providing features like sinking simulation, which are quite useful in AI or multiplayer combats. COMMUNITY EXPANSIONS: MalFunc Weaponry, created by Themorris, with several modern naval weapons, useful for everyone who enjoys building warships. North Kerbin Dynamics, an addon by harpwner, providing nukes, Mk 45 naval gun, and a bunch of cool stuff. P.E.W, made by LORDPrometheus, with a lot of missiles, bombs and turrets based on actual American and Russian weapons. MORE WWII WEAPONS: Aviator Arsenal, a BDA addon made by tetryds, contains the most famous World War 2 aircraft weaponry. TUKE Attack Systems(WIP), an expansion pack for BDArmory by TUKE, adds several WWII aircraft weapons. Source code: https://github.com/SummerFirefly/ASW/tree/master DOWNLOAD: SpaceDock (Available on CKAN) Alternative: Curseforge INSTALLATION : Delete the existing CAL and NAS folders in your own GameData, then unzip GameData into game directory. DO NOT USE CAL ANY MORE WITH NEW VERSIONS! Part list (Updated Apr. 28th): Changelogs: Please tell me or PM my teammates if you have any questions or suggestions about this pack. We're glad to help. License: Firespitter plugin was released under Snjo's custom license.
  3. This is a continuation of Camera Tools originally made by BahamutoD and previously maintained by jrodrigv. It is intended to be used with the version of BDArmory Plus that has been extensively built upon after gaining a surge in popularity from Scott Manley's use of it in Runway Project and is currently being used for Flying Circus, but probably works fine with other versions of BDArmory too or even without BDArmory. > Download from SpaceDock Source on GitHub License: GPLv3 New features in v1.36.0 New features in v1.35.0 New features in v1.34.0 New features in v1.33.0 New features in v1.32.0 New features in v1.31.0 New features in v1.30.1 New features in v1.30.0 New features in v1.29.2 New features in v1.29.1 New features in v1.29.0 New features in v1.28.0 New features in v1.27.0 New features in v1.26.0 New features in v1.25.0 New features in v1.24.0 New features in v1.23.0 New features in v1.22.0 New features in v1.21.0 New features in v1.20.0 New features in v1.19.2 New features in v1.19.1 New features in v1.19.0 New features in v1.18.2 New features in v1.18.1 New features in v1.18.0 New features in v1.17.0 New features in v1.16.4 New features in v1.16.3 New features in v1.16.2 New features in v1.16.1 New features in v1.16.0 New features in v1.15.4: New features in v1.15.3: New features in v1.15.2: New features in v1.15.1: New features in v1.15.0:
  4. Improved Explosion Effect! The definitive BDArmory Nuclear Weaponry (and other things) Pack! REQUESTS ARE ENCOURAGED! Donations = More Coffee! Welcome to North Kerbin Dynamics, supplier of Nuclear Weaponry and other modern or old weapons that will make you appreciate explosions even more than Michael Bay! This pack REQUIRES BDAc BETA 1.1.0, earlier versions will NOT work with this mod! Download on Curse or Spacedock NKD SPACE DIVISION: Videos: Changelog: Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) Keep an eye out on my YouTube channel for a full overview of the mod (coming at some point soon): https://www.youtube.com/channel/UCebuxPejQ5u3wd1VC-hNQjA
  5. Fox Defense Contracts is both in itself a mod and an Expansion of BDArmory Plus. The main goal is to add in much more tank turrets for both the KSP war communities and the creative community. (It is not a contract mod!) - Think of it like contractors E.G: Lockheed Martain, GeneralDynamics Etc. I would love to hear suggestions about what to add in and what to change. Requires: BDArmory Plus V1.6.11 or later. Download Here: SpaceDock Link (2.1) Github Releases Link (2.1) - In case spacedock fails Installation: Delete any existing FoxDefenseContracts and FDC_Armor folders. Then drag and drop the new one into the GameData folder. This is to decrease any incompatibility issues or any parts not found issues! Changelogs: Update 2.1 Add Duct Tape - Updated to work with BDAc Plus - Added Bombs (100, 250, 500, 1000, 2000, 5000 - Lbs) - Bullet Def Changes - More Turret changes (Deviation, Reload, Turret Speed, etc - Fixed Luft40c tilt angle to 0 degree instead of -9.2 degree Update 2.0 Military Expansion - Added 38 new turrets - America (M109A6, M163) - Britain (Challenger 2, Chieftain Mk10, Comet-1, Conqueror MK2, Crusader AA MK2, Falcon, Marksmen, Rooikat ZA-35) - China (PGZ09, PTZ89, WMA301, ZLT11, ZSD63, ZTZ99_Stage_III) - France (AMX13-105, AMX13-FM, Amx-30 DCA, AMX-40, E.B.R, Leclerc) - Italy (Ariete, M14/41, Centauro 120, L3/33 CC, AB 41, 47/32 L40, M42 Contraereo, R3 T20, OTOMATIC) - Japan (Type 10, Type 90, Type 16, Type 74 (E), Type 87 RCV,Type 87 AA) - Sweeden (Bkan 1C) - E.R.A is back and functional - Bullet Def changes (Plus if you're using the older version of BDAC Runway such as Version: v1.4.6.2 then you'll have that versions Bullet Definitions as well in the github page) - Redone Ammo Box Texture - Added MMPatch for BDAc Armor parts to use FDC armor textures. - Added AGM-119 Penguin Missle (+ 1 hidden fun missle) - Lots of balance changes to turret rotation speed, fire rate and other misc stuff - Removed Sounds (Ready to fire, reloading sounds) Update 1.4 Sweden's Uprising - Added 9 new turrets (Elden40, Luft42, Luft9040c, Pvkv43, Spjfm43, Strids42Delat, Strids74, Strids101, Stridsvagn122B) - Ammo box fixes with missing ammo - Check the Github page for x256 textures for reduction - Quality of life changes. Such as Placing bullet definitions in respective nations. - Bullet def changes. Update 1.2 Germans Strike Back - Updated to new verions of BDAc Runway Project 1.4 and Above - Less configs, Less turrets in menu. - WARNING turrets name have changed so most will not load with old names. Open .craft files and edit the turret names to match new names. - 7 new tank turrets (DickerMax, Wirbelwind, SdKfz5cm, Ru251, Panzer2C, Leopard2A5, Leopard1) - Redesign Flak88 - Removed Pak 36/40 - Bullet def changes - LEGACY Ammobox Removed Update 1.1 American Frontier - New sounds - New Ammo - 7 new tank turrets (HSTV-LT, M4 Sherman, M42 Duster, M103, T34, M4A3 Sherman 105, M24 Chaffee) - Fixed up Bullet defs for a few tanks - LEGACY Ammobox for fdc is still in until next release. *Official 1.0 Release* - Modern turrets added (M1A2 Abrams, T-64, BMP3, Bradly) - Reduced amount of CFG files, and reduced their sizes - All turrets have descriptions - Ammo Boxes have been changed -- Legacy Ammo box is still there and will be removed in next update! Version 0.9.0: General Update, The last WIP update - More Armor pieces for FDC_Armor, 1x1 half pipe, quarter pipe, 45 degree pipe, 2x1, 0.5, 1.5, variants as well - Added Landmines (beta test, works relatively well.) - Refined folder structure - Added in AA Variants, 76mm 50mm 40mm and 37mm (Bullet cfg and resources has been added. Version 0.8.0: Graphics update 2, The Electric Boogaloo - Mainly went from PNG to DDS (Massive loading and Memory Reduction) - Added in The KV-1 Turret as well as M36 Jackson Slugger Turret (With respective Resource and Bullets CFG Changes) - FDC Armor has some new panels 2x3, 2x4, 2x5, 3x4, 3x5, 4x5, 5x5, 1x5, 1Hx5, Slope1x5, Slope5x5 0.7.5 The Radio and Lights Update - Some turrets features lights that do shine and track with the turrets movement - Turrets that have an antenna or module that sticks out like one has a feature to receive radar Data - License changes. Version 0.7.0: Graphics update - Graphics changes for most turrets (Added bumpmapping) - Added in the Sturm Tiger 380MM canon with BulletCFG and Resources updated - FDC Armor got some changes to textures, native texture switching. (6 Textures to choose from) Version 0.6.0: Artillery update - Fixed some sounds - Added in 5 new guns (SU-5, SU-14, M41HMC, Sexton, StermPanzer II ) - Updated bulletscfg - Updated Bullet resources Version 0.5.5: Tank Destroyer Pack - Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT) - Fixed Batchat25T - Removed E.R.A part until a fix is made - Changed a few numbers and variables, so just re-add the turret onto your tank for the changes Version 0.5: An Epic Update - Added 26 New Turrets to the mod - Scaling changes again - weight and Ammo changes - Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97) - added a universal Ammo box for FDC - New armor panels Version 0.3.4: Compatibility Update - Updated for BDAc 1.1 and 1.2 Version 0.3.2: Soviet Pack - Added 6 New Turrets from Mother Russia - Full Scaling changes across all turrets - Tank Turrets Added (BT-7, T-34-85, T-44-122, T-54, T-10/IS-8, KV-2) Version 0.2.3: Semi-Scale Fix (Plus more) - Added 1 new sound - Added The FV4005 Stage II Turret (Death in yo face) - Made some scaling changes to some turrets, expect more in the next update! - Added an ERA Moduel. Currently it doesn't have much use except for props. Expect a new BDAc update to make this module functional. Version: 0.2.0: Bullet variety Update! - Added M60A3 105MM Turret, and 120MM turret (Stat changes) - Added Bullet Definitions and Penetration values for all tank turrets - There are now new bullet types for the older turrets resulting adding tons of turrets for variety. AP, APDS, APC, APCBC, HE, HESH, HEAT, HEATFS, APFSDS, etc Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: Lights: These are mainly the turrets that have the lighting system. Special credit to Kerbin Nerd123 for a lot of the values for tanks turrets such as bullets and turret rotation speed! License:
  6. Is there like a sound pack for the BDA sounds, like the Missile launch, RWR lock, that kind of thing? Or do I have to do it myself? If so, how?
  7. I think it would be pretty cool if there was a plugin to integrate BDArmory modules such as the targeting cam and radars to be displayed in RPM powered MFDs, like using the targeting cam through an MFD and displaying radar information and locking targets on it. Weapons display would also be cool. EDIT: Instead of a plugin that alters the functionality of the current MFDs added by the aforementioned mods, a separate MFD prop that could do all described above would work, too. This is what I'm looking for. I do not know how to do this myself as I only make models.
  8. Got the idea of RPM and Aset combined with BD Armory to have the targeting system in the IVA moniters so you can control weapons and target vessels from inside the iva and maybe add in GPWS. Here is examples: Im not good at cooding and have never tried but was hoping for if anyone is working/have made it then please let me know
  9. Defense Combat Advisors [DCA] DCA is a BDArmory military contract pack for Contract Configurator DCA contains 18 missions of enemies from the Air, Land & Sea. Requirements: Contract Configurator: https://github.com/jrossignol/ContractConfigurator/releases BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Download on SpaceDock & CKAN: http://spacedock.info/mod/1090/Contract Pack: Defense Combat Advisors Installation: Extract Zip File Drop GameData folder from either Legacy Aim Mode or Default Aim Mode folder into the KSP installation directory. May need to launch game and open contract configurator and select DCA contract, may need to turn off other contracts to make DCA contracts visible. License: This mod for Kerbal Space Program is developed by Tazius and distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/ Changelog: v1.2.2.1 Compatibility with KSP v1.2.2 v1.2.2.2 Ended legacy aim support. Removed craft files without missions. Invalidated possible dependencies with Mechjeb & Engineer for All. Adjusted mission rewards to minimize impact on player careers. Redesigned enemy crafts with probe cores more exposed, to increase likelihood of triggering completion conditions.
  10. I have created a fresh new Topic to maintain BDAc continuity. For any past forum posts please refer to the Old BDAcTopic here: The old BDAc Forum Topic has been locked by the topic owner. Please note that Physics Range Extender and Module Manager are required dependencies for BD Armory Continued Also be advised that using the World Stabilizer mod will cause problems with PRE as it has it's own world stabilization code we refer to as Black Spell ... Only solution to this is to not use the World Stabilizer mod ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ BD Armory wiki: http://bdarmory.wikia.com/wiki/BDArmory_Wikia BDAc Release Links: Releases link: https://github.com/PapaJoesSoup/BDArmory/releases Issues link: https://github.com/PapaJoesSoup/BDArmory/issues Physics Range Extender (REQUIRED): https://github.com/jrodrigv/PhysicsRangeExtender/releases Papa Joe's Soup Github link: https://github.com/PapaJoesSoup?tab=repositories ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ PUBLIC SERVICE ANNOUNCEMENTS: Importing craft that are armed into the new BDAc is going to mess with the weapons as the craft file that has been saved will have values in it that are no longer in BDAc as well as not having the new variables that are in BDAc The current release of BDAc is a maintenance release, and only KSP compatibility updates will be performed going forward. The Mod is NOT dead, though, as others have taken the reigns of keeping BDA alive and well. with that said: Please Check out the New BDA+ NOTE. BDA for Runway Project (now BDA+) is a separate fork by Brett Ryland and others. New forum Post for BDA+ is here: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ TL;DR - DO NOT IMPORT OLDER CRAFT WITH WEAPONS ON THEM FROM VERSIONS OF BDAc PRIOR TO THE ONE YOU ARE INSTALLING ..... REMOVE ALL BDAc AND BDAc ADDON PARTS AND THEN IMPORT YOUR CRAFT See spoilers below for release notes, videos, Github issues and download links The BDAc family of mods were all created by @BahamutoD, and in his absence, we have taken it upon ourselves to keep the explosions flowing For anything related to BDAc or mods in the BDAc family, I refer you to the Github link for Papa Joe's Soup (Slightly Over Used Parts) where there is listed download links for the mods in question ... If you have questions or concerns, feel free to post here and the team will do our best to assist you I also refer you to our in game KSPedia where you will find a wealth of information on the operation of BDAc Be aware that forcing opengl will result in many shaders showing as pink ... the only solution is DO NOT force opengl If you think you have come across a gremlin or a bug with BDAc or any of the mods we maintain, feel free to post here, however we ask that you also take a look at the issues list on Github to see if your problem has been addressed. We use the built in Github issues tracker to keep record of bugs, enhancements and feature requests as it is difficult to keep track of bug reports and all the great ideas that the community have come up with on the forum (things can get buried and lost under newer posts) Please note that only the most recent version of BDAc is supported at this time and that BDA needs PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases Also, to correctly install BDAc, first download the latest release from the BDAc releases link posted below (not the source download) and then extract the BDArmory folder contained within the zip file and place it into your KSP/Gamedata folder ... Do not, I repeat, do not place the Gamedata folder contained within the BDAc zip into your Gamedata folder as this will cause umpteen million conflicts to arise as the BahaTurret pickle looks for textures, configs and whatnot in specific places In regards to CKAN ... It is our policy not to provide support for CKAN as we have no control over the process beyond listing when deploying to SpaceDock. If you are having issues with CKAN we request that you take it up with CKAN, otherwise follow the clear instructions posted above and if your issue continues then feel free to ask the team for assistance In regards to support, KSP.log please (Found in the same directory as the KSP executable ... this file is overwritten each time you start KSP ... upload this file to a filesharing site such as dropbox and post the link so the team can take a look) ... I also refer you to the following thread where it describes in detail everything else that is required for us to help you: Best Regards, The BDAc Team @Papa_Joe @jrodriguez @SpannerMonkey(smce) @gomker @TheDog @DoctorDavinci @Eidahlil @TheKurgan BDAc Release Notes (latest only): BDAc Development Timelapse: Just a little video that @jrodriguez put together to show the development of BDA from its modest beginnings to around April of 2018. We thought you might like to see it: BDAc Family Mod links: BDMk22 Plugin Releases link: https://github.com/PapaJoesSoup/BDMk22Plugin/releases Issues link: https://github.com/PapaJoesSoup/BDMk22Plugin/issues Burn Together Releases link: https://github.com/PapaJoesSoup/BurnTogether/releases Issues link: https://github.com/PapaJoesSoup/BurnTogether/issues Camera Tools Releases link: https://github.com/jrodrigv/CameraTools/releases Issues link: https://github.com/jrodrigv/CameraTools/issues Destruction Effects Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/154379-12x-destruction-effects-v130-010217/&page=1 Releases link: https://github.com/jrodrigv/DestructionEffects/releases Issues link: https://github.com/jrodrigv/DestructionEffects/issues Improved Chase Camera Forum link : https://forum.kerbalspaceprogram.com/index.php?/topic/173436-14x-improved-chase-camera-v162-apr-02-2018/ Releases link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/releases Issues link: https://github.com/PapaJoesSoup/ImprovedChaseCamera/issues Vessel Mover Continued Forum link: http://forum.kerbalspaceprogram.com/index.php?/topic/144421-12-vesselmover-continued-v1513/& Releases link: https://github.com/PapaJoesSoup/VesselMover/releases Issues link: https://github.com/PapaJoesSoup/VesselMover/issues Vessel Switcher has been incorporated into BD Armory Continued In regards to Adjustable Landing Gear, please consult the Kerbal Foundries Continued thread where @Shadowmage has taken it upon himself to maintain an ALG-like addition to KF Continued ... his thread can be found at the following link: http://forum.kerbalspaceprogram.com/index.php?/topic/155056-122-kerbal-foundries-continued-tracks-wheels-and-gear-02-05-17/&page=1 Videos: Physic Range Extender: Guard Mode and Wing Commander: Modular Missiles: Sonar and Torpedoes: Missiles - Cruise and Terminal Guidance BD Armory was originally developed by Paolo Encarnacion (BahamutoD) and distributed under the license CC-BY-SA 2.0. BahamutoD has moved on to creating VTOL VR, found on Steam. Go check it out! This mod is now called BD Armory Continued, and is being maintained in BahamutoD's absence by the BDAc team. It continues to be distributed under the license CC-BY-SA 2.0. Please read about the license at https://creativecommons.org/licenses/by-sa/2.0/before attempting to modify and redistribute it BD Armory Continued contains code based off of Aircraft Carrier Accessories and is used with permission (https://forum.kerbalspaceprogram.com/index.php?/topic/152916-14xaircraft-carrier-accessories/) ... Courtesy of @flywlyx BD Armory Continued also contains code based off of Firespitter. To comply with the requirements of Firespitters' license, the following permission notice, applicable to those parts of the code only, is included below: License: You may reuse code and textures from this mod, as long as you give credit in the download file and on the download post/page. Reuse of models with permission. No reselling. No redistribution of the whole pack without permission. UV map texture guides are included so you can re-skin to your liking. For reuse of the plugin, please either direct people to download the dll from my official release, OR recompile the wanted partmodule/class with a new class name to avoid conflicts. https://github.com/snjo/Firespitter
  11. I've just discovered how awesome BDArmory is and I have heard of fabled "communities" of people who will design planes to fight each other. Problem though: I can't find them. The Forum's search feature is either not very good or I can't use it correctly. Where are these BDArmory players? I wish to join in the fun XD.
  12. There's a lot of parts in bdarmory you can use to build your life annihilator, but there's no any contracts available where you can destroy vessels. You can spawn armed vessels by your own, but this is uncomfortable. How hard to create a mod which creates different armed vessels around Kerbin and orders to destroy them for reward?
  13. I cant zoom with either the ball or the pod, I use window 10, BDarmory for runway project, I can change the zoom, but only the sensitivity will change, the camera zoom remains the same
  14. I used CKan to download the BDArmory mod and the other required mods for it to work, but I can't actually build weapon managers or any weapons. All of the BDA tabs in the construction menus are completely empty, and when I check the R&D building there are no BDA things in the tech tree at all other than a couple of seats. Any ideas? I also tried installing the mod manually without CKan, and it's the same thing.
  15. I have been having this problem with BD_Armory, where it will get stuck loading at the BDArmory.1.2.4.0_12302018 /GameData/BDArmormy/Parts/20mmVulcanTurret/bahaGatlingGun
  16. Anyone has ideas for planes in BDA? I'm kind of bored.. Here "are" the thing(s) that I already made: 1 single biplane Hope you could help, thanks in advanced!
  17. I’ve seen videos of people playing with bdarmory and their radar displays look small. Mine takes up like half the screen. Is there a way to fix this?
  18. V0.07 "Tubular Bang" New Feature: Texture swap in hangar (requires firespitter) New Parts: Mk 214 50 mm Cannon 3D MODEL Maschinegewehr Mg 131 FDSL turret 3D MODEL Mauser Maschinegewehr Mg 151/20 3DMODEL Disney Bomb "Disney Swish" Rocket Assisted Bomb 3DMODEL Rheinmetall Mk 108 Maschinenkanone 3D MODEL Rheinmetall Maschinegewehr Mg 17 3D MODEL Download: DOWNLOAD MORE INFO -> Development thread Current parts: Grand Slam Earthquake Bomb 3D Model VIDEO TallBoy Earthquake Bomb 3D Model VIDEO T-12 Cloudmaker Earthquake Bomb 3D Model VIDEO Mark 5 Nuclear Bomb 3D Model VIDEO V0.05 "Sweet sweet Roentgens" VIDEO Katyusha Rocket VIDEO 3Dmodel M-65 Nuclear cannon VIDEO 3D Model Early test video Baker test Bomb VIDEO 3D Model N-a-z-i nuclear bomb "Heisenberg Gerät" VIDEO 3Dmodel N-a-z-i nuclear bomb "Uranprojekt-3" VIDEO 3Dmodel N-a-z-i nuclear bomb "Uranprojekt-4" VIDEO 3Dmodel Fatman OLD video NEW video 3D Model Davy Crockett (and the recoilless launcher) VIDEO Early test video 3D Model AN-11 VIDEO 3D Model Mk-117 750lb VIDEO 3D Model Thin Man VIDEO 3D Model Little Boy VIDEO 3D Model N-a-z-i nuclear bomb "Uranprojekt-2" VIDEO 3D Model Fritz X VIDEO 3D Model Norden Bombsight VIDEO 3D Model FuG 220 Lichtenstein SN-2 VIDEO 3D Model Ruhrstahl X-4 VIDEO 3D Model Proyected parts: RDS-1 And other things: fixed cannons, machineguns, Pak40, recoilless rifles, for planes too. Full list in the download link Thanks you for your attention
  19. *cough* So i decided to start this discussion to help fellas creating and developing Ground Vehicles to be used competitively in BDArmoury ground combat. Most of the thread i found after browsing the forums mostly help with Planes but i never saw anything related to ground vehicles. So therefore this thread will be the place. Now i'm not an expert in KSP BDArmoury ground combat however, the reason i make this so that far experiences player could share their techniques and way. This will certainly help evolve the BDArmoury ground combat. Now let's start with my techniques on developing competitive techniques: 1. Off-set Building. Basically you put all of the part of your tank into the root part. The Purpose of this method was to prevent krakening. By putting all part in your root part, when the BD Shell hits and destroy one panel, other panel wouldn't be affected because they technically aren't connected to each other. However, the cons of this method, was that it was time consuming and when the root part is destroyed, the vehicle will fall apart. 2. Sloped Armour Sloped Armour with BDA Panel works the same way as IRL sloped armour. it helps both deflecting round and increase thickness and potential of the armour. 3. Compartment Spaced Armour To prevent the root part being destroyed and due to how Armour panel works, Compartment Spaced Armour works like a charm. To do this, all you need was to create a compartment inside the Tank chassis with the Armour panel, and to further increase the tank survival ability, You put other stuff inside that compartment, such as Fuel tank (to run the fuel cell), Ammo Storage, Batteries and more. 4. Composite Reactive Armour Using IRL tank such as M1 Abram and Challenger 2 for example. Those two tank uses composite armour called Chobbam. From what i've been researching, the Chobbam's Unclassified composition is made out of Concrete sandwiched between 2 steelplate. So therefore, if we uses this method In KSP, it should look like BDA Armour Panel + KSP 1x1 Stock Panel/DLC Panel + BDA Armour Panel. Basically sandwiching Stock Panel and BDA Panel with the Stock Panel in the middle. From my experience, KSP Panel both Stock and DLC works like a reactive armour while the BDA Panel works like a regular panel. So therefore, after the BDA Shell penetrates the first layer of armour, it will hit the KSP Panel and the KSP will explode. However, from my testing, when used this way, The KSP Panel could damages the BDA Armour panel so used cautiously. My Recommendation would be used Compartment Spaced Armour and then using the Sandwich armour in the front, mixing it with non sandwiched Spaced BDA Armour and then using Another Reactive armour like how the Russian's T-90 tank uses. 5. Softkill and Hardkill APS What i mean by Softkill and Hardkill APS, is that using BDA Jammer to prevent or at least make it harder to lock onto your tank with missile. And using Turret (Such as the 30mm Chain turret or the M20 Vulcan Turret) for Hardkill APS like a CIWS system. This way, killing your tank with a missile will be somewhat Harder. 5. Power Unit and Wheel From my experience, most competitive lads would uses either RoveMax Model M1 or TR-2L Ruggedized Vehicular Wheel. Those two wheels both have pros and cons. First one with Rovemax M1. It has a great acceleration rate and consumed less power than the TR-2L Wheel. It also have a great suspension system compared to the TR-2L. However the cons of the M1 is that it has a lower top speed, narrower surface which leads to instability at higher speed than the TR-2L. To fix this was to duplicate the wheel so it has the same surface width as the TR-2L. This would increase the acceleration rate and top speed however, the power consumtion rate and the price will be so high that it became worthless. TR-2L meanwhile have a lower acceleration, high power consumtion rate, and a mediocre suspension compared to the M1, however, the surface width of the track is wide enough so that you won't need 3 tire layer on one side jsut to have a grippy vehicle. For maximum speed from my experience, usually many competitor uses Juno engine and TR-2L, while some use Juno and M1. However, running on just battery isn't gonna last that very long especially you need the battery to run the vehicle and the track. To generate the power for the battery, i usually uses 4 Baguette tank and one large Fuel cell. This is enough to prevent draining power from the battery once you're on full speed with the tank using just the track power. If you have more tips and tricks to min-max your ground vehicle, please reply PS: Sorry for the grammar.
  20. Aircraft Mission Sharing/ Build Challenge I wanted to put forward the idea of a challenge where people can put forward ideas for and create different mission scenarios set in RealSolarSystem Mod such as a city fortified with tanks or a Bomb target somewhere in WW2 Germany and then let anyone who wants to download the save file then design their own Aircraft to complete the mission. I think this could create some really fun possibilities like building an A-10 like plane to take out a line of tanks or a WW2 Bomber with the range to reach Berlin from London to avoid BF109 interceptors and drop its bombs and return home. If anyone has any ideas or wants to take part let me know!
  21. I tried downloading bdarmory fps but my kerbal does not equip the guns so is ther a similiar mod to that. mod link for informations about the mod:https://spacedock.info/mod/284/BD%20-%20FPS
  22. 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
  23. North Kerbin Dynamic B-83,Castle bravo,FOAB,MOAB and lastly Tsar bomba North kerbin dynamic is now ported to 1.9.1 This mod add plenty of bomb including nuclear one,and some conventional bomb is also in this mod.Originally developed by harpwner this mod hasn't been update in a while and some bomb are not working so i decide to update it.Now there are plenty of bomb working including Tsar bomba,Castle bravo,B-83,Moab and all other that i haven't mention(All the gun and turret are still not working).Currently all bomb are in the missile tab i will change that later.Mirv and B-61 are deleted due to malfunction i will re-introduced them soon.All the hard work came from harpwner so please support him. Direct download link https://drive.google.com/file/d/1k6ykdfyrAxpUuAqHwH7YET2Jw1gcAWyp/view?usp=sharing Discord https://discord.gg/EguWxXw Debug Discord https://discord.gg/6WuePMa
  24. By trial, error, and advice from others, I have learned alot about building competitive BDArmory Fighter aircraft. Because of the growing number of people interested in making competitive aircraft, but do not have the knowledge how, I am making this guide on how to make competitive BDArmory Fighter aircraft. Feel free to suggest additions, and to share your advice. This guide will be divided into two parts: physical design tips, and AI tuning/weapons selection tips. According to @Box of Stardust, an experienced designer on the forums, making a good fighter plane is "25% airframe, 30% weapons and utilization, and 45% AI tuning." Also, keep in mind these characteristics, suggested by @Box of Stardust. These characteristics are the main traits that define an airplanes strengths, weaknesses, and performance. Maneuverability: Maneuverability of an aircraft. Aside from general control authority, it also includes the ability to perform extreme dogfighting maneuvers, which may be influenced by factors such as thrust. Propulsion: Acceleration and speed of an aircraft. High thrust-to-weight is good, but can also be influenced by aerodynamics; know the ins-and-outs of the KSP aerodynamics system to help create less draggy aircraft. Endurance: Time an aircraft can remain in combat before running out of fuel. 15 minutes dry thrust according to KER readout is the lower bound I recommend. Size: Size and form factor of an aircraft. Influences ability to avoid damage, due to being a harder-to-hit target, as well as smaller radar cross section. Damage Mitigation: Ability to take damage and remain combat effective. To clarify: not simply surviving damage, but remaining able to fly effectively despite the damage and not be locked into basic defensive actions only, and if possible, continue fighting. Structural durability comes into play greatly. Offensive Capabilities: Aircraft armament and the effectiveness of the utilization of the weapons (weapon ranges and such). Flight Control: Ability of the AI tuning to both push an aircraft to its maneuvering limits and maintain stability and directional control. The AI must be able to perform extreme dogfighting maneuvers, evade incoming fire, pursue enemy aircraft, and be accurate when firing on a target. Additionally, the ability for the AI to accomplish this despite the aircraft having taken damage. (Note: this has become increasingly harder to judge with BDA 1.2.) Now, we will start with the structural/aerodynamic construction: 1. Never use manned aircraft, unless required by competition rules. And if possible, use lawn ch- err, command seats. Command modules weigh almost a ton, and increase the size(and thus, radar cross section (RCS), and more area for the enemy guns to aim for). Additionally, avoid Mk1 (1.25m) parts. They again add unnecessary size. 2. Aim for about 300 units of liquid fuel. Again, you should get your fuel from sources other than 1.25m parts. The Big-S wing strake can hold 100 units each and, combined with 2 Mk0 liquid fuel tanks, provides you with enough liquid fuel to provide sufficient endurance. 3. Do not use the stock panther engine. Use the AirplanePlus tiger 0.625m engine. It offers greater thrust for the weight, and generates much more electric charge than the Panthers for its thrust. Additionally, the tiger runs at a "cool" temperature for the thrust, allowing the shortest AIM-9 lock range of any afterburner(AB)capable engine, approximately 2.8 km in non AB mode, with a low throttle setting, compared to just over 3km for the panther. Although 0.2 km might not sound that much of a difference, it is, when you take into account the near-mach 2 closing speeds. Just that little distance may allow you to fire your AIM-9s and cause the enemy to dodge before firing theirs. 4. Design your airplane for maximum battle durability. Avoid attaching multiple wings to each other, instead, attach all wings to a hidden structural part, like a structural I beam inside Big-S wing strakes. Ideally, any one part exploding shouldn't have any affect on the others. However, this normally isn't possible. And since BDA 1.1/2, hidden parts wont receive damage until the part covering it explodes, (unless you got an armor penetrating shell). So, you attach all wings to this hidden part, to ensure maximum battle durability. Additionally, place wings close to the fuselage(e.g, small wingspan), and if competition rules allow, clip wings close to the center. This insures that most lift is coming from the center of the airplane. Thus, the plane wont spiral out of control when a wing is lost. (FYI, lift from the body/fuselage IRL is called "body lift". This is what allowed that Israeli F-15 to land on 1 wing. The F-15s body generates a good amount of lift) Now we will discuss aerodynamics, and making the best plane aerodynamically. 1. More wings almost never hurts. Turn rate is 85% determined by wing loading (which is the amount of lift each square unit of wing has to produce in order for lift to equal the weight of the aircraft). More wing area means less lift each square needs to produce to equal the aircrafts weight. Thus, the lower the wing loading, the more excess lift is available. More excess lift means that you can turn with less Angle of Attack (AoA), meaning less drag. Less drag means less thrust is needed, which also means less fuel can be carried. That means less weight. And weight is probably any aircraft designers worst enemy. Alternatively, the reduction in drag can also be utilized to improve energy retention, the greatest advantage in a dogfight. Overall, high lift is key to a high maneuverability aircraft, and gives you a significant edge over opponents without this knowledge. The question is, how much wing is ideal for an aircraft? After all, wings do weigh, and too many wings induces unnecessary drag. From my designs, I have found that around 1.2 to 1.4 units of wing area per ton is ideal. Anything under 0.9 is insufficient lift, and over 1.7 produces excessive drag. And, like stated in the structural section, moving wings inwards, and clipping wings near the middle are ideal, because if the lift is coming very close from the lateral center, the loss of a wing will not severely affect flight performance. TL; DR: you should aim for about 1.2-1.4 units of wing area per ton of aircraft to maximize excess lift, and to minimize excessive drag. 2. If maneuverability is 85% wing loading, whats the remaining 15%? Thrust to Weight radio (TWR). Why does TWR have anything to do with maneuverability? Because even the most perfectly designed wing produces drag while turning. And slowing down reduces your turn rate. Thus, to keep up energy, you need thrust. Practically, your craft will weigh about 6.5-8.5t loaded, depending on the amount of guns, ammo, fuel, missiles, etc. Anything above 8.5t is generally a bit to heavy for ideal performance. And its very hard to make a well-designed aircraft under 6.5t. If the craft weights over 7.5t, use 7-8 Tiger engines. If under 7.5t, use about 5-6 tiger engines. Optimal numbers may vary depending on other factors (mainly drag and wing loading). 3. Place elevators as far back as possible. This maximizes pitch authority, which (as we will see later) allows you to decrease control deflection, which is key to providing ideal response time. Also, 4-6 reaction wheels are ideal. 4. Place the center of lift(CoL)just behing the center of gravity(CoG). Ideally, the center of the CoL sphere should be halfway between the center and outer edge of the CoG sphere, or maybe maybe a tad bit closer to the CoG, depending on your plane design. 5. This tip (first suggested by @goduranus) is a poorly known (and counter-intuitive) one, but can greatly increase responsiveness. This is the theory behind this tip: all control surfaces on an aircraft should be able to respond to an full input in 0.3 seconds. In other words, the control surface should have no more than 0.3 second "lag time" from center to max allowable deflection. Unfortunately, most control surfaces default deflection values provide lag time in excess of 0.5 seconds, some approaching 1 second. To counter this, you reduce the max deflection untill an 0.3 second lag time is achieved. To calculate the exact number for the max deflection, you multiply the control surfaces actuator speed in degrees per second (found by right-clicking the part) by 0.3. Then, divide this by the maximum deflection in degrees (found next to the actuator speed). Multiply the result by 100, and that number shoud be your max deflection. Very few surfaces (namely, the advanced canard) can be left at 100 and still meet the 0.3 sec limit, and none can be increased to 150. This is why you want your elevators as far back as possible(to maximize control authority) and a CoL just behind the CoG(to minimize resistance to pitch up). 6. Choose the right control surfaces! In order to get maximum deflection, but still remain in the 0.3 sec timeframe, you want the maximum actuator speed. Note that this tip isn't very critical, especially if your plane is well designed. Also, having a bigger control surface with slightly slower actuator speed is better than a smaller surface with a faster speed. This is why the best control surface IMHO is the Big-S type 1. It combines ideal size with sufficient speed. And the best canard IMHO is (not surprisingly) the advanced canard. When more size is needed, use the standard canard. This concludes the aircraft design section. The next part of this guide covers proper selection and tuning of BDArmory weapons, countermeasures, and sensors. It also covers tuning the weapons manager settings. 1. Don't use radar. Its simply dead weight right now. The most competitive drones have such a low Radar Cross Section (RCS), that trying to lock on them is virtually impossible, especially when they have jammers. Besides, they can dodge AMRAAM's easily anyway. So just don't use radar. Unless you're in a competition that requires one. 2. Spam sidewinders! Since the BDA 1.1 update, planes have gotten much more damage-resistant. Meaning a single sidewinder wont do much to a well-designed aircraft. Actually, many planes can take multiple missile hits and fight as if nothing happened. So you need a lot of sidewinders. Ideally between 8 and 12. And you want the weapons manager to fire 2 at a time, but we will discuss that later. 2. Don't gun spam. Prior to BDA 1.1, when heat was used to determine damage, planes were not very damage-tolerant. That's when the idea of gun spamming in the merge was invented with @Eidahlil's Cookie. A "flying ceiling fan" with 8 GAU-8 cannons. It basically hovered while rotating to aim at you. Unfortunately, this didn't work well, due to the fact that it can't dogfight. Soon afterwards, I was trying to make an ultimate dogfighter, but ended up with one of the most hated planes in the ASC competition. The Du-3. Basically, it was a guns-only airplane with 5 vulcans, a low top speed(to reduce IR signature), and very manuverable. Unknowingly, the decision to make it guns only is what gave it its formidable reputation. Here is why: because it came in slowly(~210 m/s), the engine was on very low throttle. Thus an IR lock would be achieved at just under 3km. Now, when the AI has a missile lock, it doesn't fire immediately, which is simply how the AI works. Then, people left their guns range at 2.5km (a big no-no today). Before the AI could fire its sidewinder, it reached gun range. And there is about a 0.5-1 second lag when switching weapons. The Du-3 never had to switch between weapons, meaning it sent a hailstorm of 20mm bullets downrange immediately at 2.5 km. The other airplanes, because of the lag, didn't start firing until ~2km or less. Thats over a half kilometer. Often, before they could evem return fire, the Du-3s would already have destroyed one of the enemies. Thus, when fighting a Du-3, you were basically guaranteed to loose a plane or two (sometimes all 3) in the head on pass. Numerous other aircraft (@dundun93's TFD 2.1 with 16 Vulcans, @Box of Stardust's Basillisk with 6 Vulcans and Flying Gunbrick with 10) followed this tactic, with great success, until the BDA 1.1 update. And thats when gun spam because impractical. Because of planes increased damage tolerance, it is rare to get enemies in the merge. And guns/ammo are heavy. Thus, carrying around all those guns and reduced maneuverability. Now, this has always been true, but previously, you could turn a 3v3 into a 3v1 just with the merge. Now, you need to dogfight to get enemies. And gun spammers are normally less-than-ideal dogfighters. Additionally, some new methods eliminate the merge all together, namely the Pre-Routing device(PRD), and certain weapons manager tweaks. We will discuss both soon. TL;DR. Gun spamming used to be a viable tactic, but isn't anymore. You want no less than 3, but no more than 6 Vulcans. And 4 ammo boxes is perfect. Also, pressing F2 in the SPH will show you how your guns are aimed, e.g, converging, diverging, how far away they converge. 3. Set your Vulcans max engagament range to under 1.3km. Also, set the gun range on the weapons manager (by right-clicking it) to just over the number you choose for your Vulcans. This is why: in the ASC challenge, it was noticed that planes were not using their sidewinders. This is because of the 2.5km gun range. And after the merge, airplanes are pretty close together. Normally closer than 2.5km. Thus, when enemy planes were extending to ~2 km and turning around, a perfect AIM-9 shot, the planes were wasting ammo on hopeless long-range vulcan shots, instead of properly used the AIM-9s. Thus, @box of stardust started the trend of reducing gun range to force planes to utilize their AIM-9s. Although reducing Vulcan range seems counter-intuitive, you have to think like this: at 2 km, which is more effective: Vulcan fire, or AIM-9s? At 1.5km? 1.25km? Generally, over 1.3km, AIM-9s are more effective than cannon, especially if fired two at a time. Under 1km, Vulcan fire is the most effective. The exact number between these two varies. For example, if your plane has a limited number of AIM-9s, or your plane can exceptionally aim long range gunfire, you might want a value on the high end, maybe 1.25km. Alternatively, if your plane runs out of ammo quickly, you would want a lower value. Maybe 1km. I personally choose about 1.0-1.1 km. Note: I know I didn't quite to the best job explaining this, so maybe someone could come up with a simpler explanation? 4. Fire two at a time! In the weapons manager, by right-clicking on the part, set the missiles per target to 2. That way, it fires two AIM-9s at a time. 1 AIM-9 at a time is not enough to do any significant damage in the latest BDA(also, it means you only have to dodge half as many missiles), and 3 depletes your missiles too quickly. 5. Set your intervals properly. In the weapons manager settings, put the "firing interval" at 1, and the "burst length" at 0. You want the plane to fire guns in short intervals, with short breaks inbetween, not continually. This ensures that less ammo is wasted, while keeping effectiveness. In my testing, non-continuous fire is just as effective as continuous fire. 6. In order to avoid your missiles colliding with you at seperation, shorten the, missile rails as much as possible. Additionally, you want forward jettisoning missiles. By default, its on lateral, or downwards ejection. Right-click on the AIM-9, and set the drop time to zero, decouple speed to 10, and forward firing, not lateral. Also, set the max engagement range to about 4-4.5 km. This is to avoid the missile exploding immediately after launch due to the loss of a long-range lock. 7. Use a PRD! A PRD, Pre-Routing device, works by firing a missile without a lock. This missile will trigger the enemies RWR, and cause them to dodge, but the missile doesn't have a lock. Meaning you can avoid merges by firing a PRD just prior to the merge. The only stock missile that will work is the RBS-15 cruise missile. Set its max engagement range to about 4-7km (experiment to see what works best). Also, set it to engage air targets only. It will fire the missile at the set range, and the enemies will respond as if it was a guided missile. There are more complicated PRD's, that fire unguided sidewinders/AMRAAMs, using some modular missile guide programming. But the RBS-15 PRD should be just fine. Additionally, the more complicated PRD's require decouplers(which are banned in some challenges), unlike the RBS-15 one, which doesn't need any decouplers. Just the missile rail. I reccomended you place the PRD on the belly of the airplane. Not on the top. 8. Always have at least 4 flare boxes, and at least 2 chaff boxes. Use ECM only if necessary. Normally, a PRD will stop AMRAAM shots by causing the enemies to dodge before they can fire their AMRAAMS at you. This is because most competitive drones have very small frontal RCS, meaning AMRAAMs lock at about 3-4 km. A little after your PRD should fire. If you use jammers, set them to activate with the gear action group. Don't use toggle, use activate. And, angle 2 of your your flare boxes at 45° angle backwards. And all of the flare boxes should have an eject speed of 30. Lastly, we will cover tuning the AI, probably the most important part of designing any BDArmory aircraft. 1. Leave the Pitck Ki on 5, and Max G/Max AoA on the maximum allowable values. Default and minimum altitudes: the default altitude can be kept as it, though setting it a bit higher can be advantageous in a dogfight. The minimum altitude should be put at 300 for a plane designed by these tips. Then, if you notice the plane crashing into the ground abnormally, raise it to 400. Steer Factor: steer factor is a multiplier that determines how much control input is used to turn the airplane. Higher values mean larger inputs for a given turn. (Here is a simplified example(not using the actual values): with steer factor at, say, 5, it will turn with 50% input for a target 30° above it. Put it at 10, and it uses full input). In order to properly set it, I highly reccomended you fly the finished plane by hand. That way, you have a general sense of what the capabilities of the airplane are. If you notice that the plane isn't turning fast enough, increase the steer factor. Alternatively, if the plane is turning too sharply, and bleeding airspeed unnecessarily, reduce the steer factor. Steer damping: the easiest way to adjust steer damping is this: place a stationary target with a weapons manager on the grass by the runway. Next, launch your craft. Temporarily set its guns to engage ground targets. Now, put the airplane and stationary target on different teams, and battle! While the plane is firing at the target, look to see how steady it is flying. If it is oscillating/wobbling in pitch/roll/yaw, increase the damping. If it appears to be steady, decrease the steer damping as much as possible while still being steady. You want the lowest steer damping value that provides stability, as excessive damping negatively affects turn performance. Min Combat speed should be set to around 40. So should the takeoff speed. Idle speed can be left as is, although increasing it to 200 never hurts. Max speed can be left as is, or maybe lowered to about 300. But never increase it. You dont want your plane merging with full afterburner, do you? BTW, here is a design that utilizes the tactics suggested in this guide, except the PRD, which didn't seem to help this design. the updated version has a MLRS. https://kerbalx.com/dundun92/Du-11 Updated version: https://kerbalx.com/dundun92/Du-11B-Blk-10  
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