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North Kerbin Dynamics Renewed Credit FOLLOW INSTRUCTION LISTED IN THE INSTRUCTION FILE Supported version: 1.12.X REQUIRE CONFIGURED BDA+ (INCLUDED IN 0.1.0) The original NKD mod adds an arsenal of new weapon, Bomb, Missile, Gun Turret and more, But sadly, the mod has since not been updated, And I was the one who once wanted to test these nuke, But sadly could not, So After I figured out how to fix all of the bomb and guns, I decided to publish it! DOWNLOAD HERE Discord https://discord.gg/EguWxXw Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) Support Harpwner(It make Jeb happy that he will get more nuke to test) Original Topic Changelog All the file are from harpwner and some bomb model were from uprise951 Source https://github.com/dogevspenguin/NKDR north-kerbin-dynamic
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You guys know the BD Armorys Armor Plates i want to duplicate them and give different texture to them. I using armor plates as structural parts for my star destroyers . I did copy armor plates folder and edit needed things in cfg. Except one thing; texture. Cfg file has not texture file name and directory line. But even so it is always using bd armory texture file directory. I want to change directory and texture file name. How to do this? (Please speak simple, my english not eough to understand complicated sentences)
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I have tried using the most recent update to BD armory and it's dependencies, in both the most recent KSP version and the version that it was updated for. I have deleted and redownloaded from each relevant github, taking each folder out of their gamedata folders and putting them in KSP's gamedata folder (I did not put the BD armory gamedata folder into the KSP gamedata folder, just the BD armory folder). I have tried many fixes suggested online, but nothing seems to work. Could I have some help with this please? I can send screenshots if it helps fix the issue.
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Requires contract configurator: https://github.com/jrossignol/ContractConfigurator/releases/tag/1.26.0 and BD armory: https://github.com/PapaJoesSoup/BDArmory/releases IF THE AIRCRAFT DON'T FLY: Go into advanced difficulty options, disable require signal for control. This can also be found in the cheat menu. May not be necessary, only happens to a few people. KAF is a small contract pack featuring various intercepting and dog-fighting missions, pitting your user made aircraft and air defense systems up against a variety of Russian aircraft. Enemies include: MIG 15, MIG 21, MIG 25P, MIG 25BM (SEAD), SU 25, SU 25T and the SU 27 Each successful mission will net you a small amount of science, reputation and funds. It is recommended that you extend your phys distance to make the most of this mod. Download: http://spacedock.info/mod/1060/Contract Pack: Kerbin Air Force [KAF] I plan to slowly add more missions and aircraft. Please leave any feedback, suggestions or requests in the comments! Many thanks to TheKurgan for testing and fixing this mod
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I installed Bd armory plus from ckan and tried everything to make it work. The only part that shows up is a cockpit. Got the latest version for all its dependencies. I run Ksp 1.12.3. KSP Log: https://www.dropbox.com/s/enot1xe7dyc9z49/KSP log.rar?dl=0 Screenshot: https://www.dropbox.com/s/ht6vugsn5yxnyk8/VAB.png?dl=0 Mod List: https://www.dropbox.com/s/472iamki6riqczi/Mod List.txt?dl=0 btw, also tried the original BD armory and Bd armory continued, the parts list was empty for those.
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Laser Mod OVERVIEW This add-on includes the following additional laser guns: - X-wing laser cannon - Tie fighter laser cannon - Orange laser cannon - White laser cannon - Blaster turret (red) - Phaser turret (green) - Vulcan laser turret (yellow) - Heavy laser cannon (green) - Ion cannon (blue) - Phaser Cannon (red) - Blaster Cannon (green) - plus more experimental lasers This parts add-on requires the BD Armory mod to function. Download the BD Armory mod here: https://github.com/PapaJoesSoup/BDArmory/releases .. Download the Star Wars Laser Add-on here: https://kerbal.curseforge.com/projects/star-wars-laser-add-on-to-bd-armory?gameCategorySlug=ksp-mods&projectID=288916 This mod add-on has now been tested in V1.3.1 - Jett
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Naval Warfare =-= Hello, and welcome! This is an old, pretty dead thread, but some of us are still alive, so feel free to drop a ship or take a look around. At the moment there's not much in the way of rules – no point system and little competitive flair – so click away and make what you wish. If it floats it's a boat. That being said, submarines are valid options, and if you like planes, you can always pit them against ships. Mods: BDArmory Continued / BDArmory for Runway Project (weaponry). VesselMover (strongly recommended for positioning / deployment). Tweakscale (for the carrier and capital ship aficionados). + Other mods (though for the sake of standardization, staying in the stock + BDA family is probably most convenient).
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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
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Addon for BD Armory currently containing several weapons made by various divisions of Denel in South Africa. Download: Pack currently contains fourteen parts (five turrets, one missile launcher one bomb and seven missiles,) more are planned and in the process of being made but this is what I've done so far. Missiles Denel A-Darter. Denel Al-Tariq. Denel Mokopa. Denel R-Darter. Denel ZT3-Ingwe - Fires from ZT3-Ingwe launcher (it no longer fits in the TOW launcher :c) Denel Umkhonto-IR. Denel Umkhonto-R. Turrets / Launchers Denel 35mm Dual Purpose Gun. Denel G6 Howitzer. Denel LMT-105. Denel LMT-105 Canister. Denel GI-2 Helicopter Autocannon. Denel ZT3-Ingwe Fixed Launcher. Bombs Denel CB-470 Cluster Bomb Current version: 0.2 Upcoming stuff Note that this is a work in progress, if something doesn't work (with the models, I can't fix the BD Armory modules if they are broken) tell me and I'll look into it. If you have any suggestions let me know.
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Hey everyone! I've been working on a weapons pack for BD Armory for a while. Called NWP, it (currently) only adds one missile, the YCM-117 'Gungnir' MRLS air-to-ground cluster missile. Think a cluster bomb, but a cluster bomb crammed into a missile. Video: It's powerful enough to take out most vehicles, but precise enough to not destroy the launchpad that it's situated upon. Special thanks to @SpannerMonkey(smce) for helping me get it working. Download: Spacedock
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This a patch for BD FPS work in the lastest version of KSP. For those who dont know BD FPS is a very old mod that adds weapons to the game like m4, m16a4, etc... Disclaimer:use RCS when equipping a gun. Link:https://drive.google.com/open?id=1O1UFmrBjgbe-aqQyIjWSLGQ7q-fpz0tk
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Does anybody have this mod in their folders? anywhere the mod's downloads were deleted sadly.
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This battleship is an upgrade to the Spielhur-Class battleship, featuring improved armor and the latest TOW missiles and mobile SAM launchers. This ship required BD armory to open and Hyperedit to land in the water. https://www.dropbox.com/s/6hg1cj58o7h1i69/HMS%20AllegemeineMk%20II.craft?dl=0 Built to out-fight any other ship on the sea, the Allegemeine (or "General" in German) lives up to its name as the commander of the seas. The Allegemeine features 12 120mm Turrets in its main battery, capable of striking targets as far as 5 kilometers from the ship. Combined in a powerful broadside, all 12 of these guns can fire, or 6 at a time from fore or aft. The Allegemeine features additional offensive capability in the form of four RB-15 Cruise missiles and two ATG-88 Anti-radar missiles for hitting surface vessels or land targets. The final compliment to the primary armament is the 56 TOW-missiles carried on the flanks of the ship, to take out smaller targets the main guns cannot hit, targets beyond the range of the main guns' accuracy, and for increase in firepower in the broadside. Secondary armament is designed for the express purpose of protecting the Allegemeine from air or missile threat, and includes no less than 68 dual .50 cal turrets, 18 AIM-120 AMRAAM surface-to-air missiles, a CIWS turret in the aft section, and dual locking radar systems, one on the mobile SAM turret amidships and one in the Allegemeine's bridge section. Included are several .50 cal turrets located below the waterline to protect against mines, submarines, and torpedoes. The Allegemeine has room for a crew of two in the bridge, though she is equipped to operate without kerbal crew. The ship's powerplants are ten J-90 "Goliath" Engines which propel Allegemeine to a top speed of 36 knots (or around 19 m/s). Range is limited, but is up to 400 km on a standard fuel tank, and can be extended with refueling virtually infinitely. In terms of armor, the Allegemeine is unmatched in Zokesian vessels. The inner spine is built out of truss beams with high damage resistance, and the dual sets of armor plating on the sides are spaced as well as reinforced with struts. There is a layer of empty Mk2 fuel tanks between armor plates which double as stabilizers and as extra armor, as Mk2 fuel tanks have one of the highest damage resistances of any tanks in the game. In addition, the main fuel reserves are stored in Mk3 tanks that run down the spine of the ship, and the ammunition is stored safely under that, at the lowest point in the ship, preventing explosions from side or aerial attacks. PHOTOS:
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I downloaded bd armory for ksp 1.3 and downloaded an m1 abrams craft form kerbalx and it said it needed bd armory and kerbal foundries which I had both of. But when I tried to load it in the sph it said I was missing the armor plates (keep in mind that the craft said it was made in 1.3) My question is, where do I download the armor plates for bd armory?
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I want to make a fighter jet for a competition but I can't without BD Armory. does it work?
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I just downloaded bd armory (and yes i have the newest one) and i aldready have a problem. My weapons manager says i have no weapons even tho i obviously have. I have googled it for like 30 min and i can't seem to find an answer.
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Hey guys, I was wondering if I could stop the guard mode in BD Armory to shoot at my missiles/bombs/torpedoes because I am playing something like a WW2 game and it is kinda unrealistic to have your bomb shot down by aa. Pls help
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Hi. This is probably some really obvious thing I glossed over, but I've been installing a lot of mods as of late and every time I put the content of the mod's gamedata folder into my KSP install's gamedata folder. This has worked every other time, but not this one. I put BD armory's "BDArmory" folder into KSP's gamedata (This folder is all that's in the mod's gamedata folder) and the game was unchanged. I tried to take the contents of THAT folder and copy it over to KSP, and it crashed upon startup. Is 1.1 no longer compatible?
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My most recent attempt at an automated kOS cruise missile that targets hard-coded Long-Lat coordinates. https://www.youtube.com/watch?v=Y1TPhWpTUEM
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SERIES IV AS @inigma CAN NO LONGER MANAGE ASC IV DUE TO HIS DEMAND FOR TIME ARE A LITTLE STRAINED. BECAUSE OF THAT, I WILL BE HOSTING ASC IV. Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW2 Theme) How Long Will You Claim Air Superiority? Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX Hangar and post a link in this thread to enter! King of the Hill: TBA Number of Wins: TBA Registered belligerents: P-18 Falcon by @epicman81 0 wins (ELIMINATED) KB-45 Falcon by @Wildcat111 0 wins (ELIMINATED) K-13-A Vivamente by @TorchedForever AVRO Kraken Mk. 1 by @GDJ 1 win AVRO Kraken Mk.2 by @GDJ 3 wins P-26 Hornet Mk.1 by @Wildcat111 P-83 Super Scythe and P-97 Broadsword and P-76 Discord by @Rezolution DF-47 Stinging Nettle by @DoctorDavinci 0 wins (ELIMINATED) Mosquito Mk.1 by @Bob_Saget54 TL.43 Dryad L,and TL.43 'Dryad' T Mk XVI by@JollyGreenGI It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSCand 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! 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 IV Match Rules: All matches are hosted in KSP 1.1.3 64. bit with the latest BDArmory, Kerbal Aircraft Expansion, Airplane Plus 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 Wildcat111 to do so). Challenges are best 2 out 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 my YouTube playlist when ASC IV is concluded. The aircraft that wins 2 out of 3 times is the winner. Air Superiority Challenge IV 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 1.1.3 No cockpit reaction wheels. 10 fixed guns maximum, no turrets EXCEPT FOR PLANES THAT FLY SLOWER THAN 80 M/S, THEN 2 50. CAL TURRETS, ONE ON THE BOTTOM AND ONE ON THE TOp IS ALLOWED, BUT THE 50. CAL TURRETS MUST BE IT'S ONLY DEFENCE Closed cockpits are allowed. Clipped engines and parts are allowed. All stock parts permitted except the following prohibited stock parts: all stock engines EXCEPT JUNO ENGINE 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) Airplane Plus (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/140262-113-airplane-plus-r40-wwi-early-flight-4-engines-more-custom-sounds-aug-8-2016/ B9 PWings (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Procedural Parts (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/96402-113-procedural-parts-parts-the-way-you-want-em-v125-july-3/ No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC IV KerbalX 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. You may create a fake cockpit using a chair and some landing gear and stuff 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, just let me know. If you decide to host an ASC match, you must have a dedicated KSP 1.1.3 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 Kerbal Aircraft Expansion Take Command Optional Mods: B9 PWings, http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Visual mods are permitted as long as they don't seriously degrade your match processing THE DEADLINE FOR SUBMITTING IS SEPTEMBER 20. YOU MAY UPDATE YOUR CRAFT, BUT YOU HAVE TO LET ME KNOW. YOU MAY POST MULTIPLE CRAFTS. KerbalX Hangar: https://kerbalx.com/hangars/10351 ASC MATCH HOSTS: @GDJ @DoctorDavinci and @Wildcat111 Let's begin! Wildcat111
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Just some info about this and future ship posts. This is a ship for my KNS-fleet shipyards. The reason why im doing this as a separate post is: 1. Albums inside spoilers are broken. I would have to go back to the old style, witch made the post incredibly long. 2. Putting stuff in the comments just seems a bit, eh. I want to keep the comment section for comments and updates. NOTE: there will be a link to the main post in this post and vise versa. I will propably end up doing this for all my new ships now, unless albums get fixed in the future. The ship itself: The Fine Island is a seaplane tender that is used as more of a helicarrier of sorts. It can maintain a single large chopper or a VTOL. It's a slow and sluggish ship that has been equipped with ample amounts of weapons. It can take down ships effectively at long ranges, but lacks long range AA-weapons. In short range it will shred any aircraft to pieces in moments. The weapons are more or less similar to the ones found on Currituck class ships with the exception of the Goalkeepers on the top deck. Designing the ship: Making the cranes work would have been quite impossible, cause you can't really lift 50+tons with KAS/IR cranes without stuff braking apart. So i don't think we will be seeing any Martin PBM-5 Mariners on this ships deck. Or any SP-5B Marlins. But i could always do replicas of those just for fun. But it should have plenty of space for landing big VTOL's and choppers. Just be careful not to crash on any of the cranes. I left some of the smaller less important details out to save on part count, these include railings, lifeboats, windows and some of the box shaped thingys on top decks. I estimate they would have eaten about 300 parts. And since it already has a little over 1100 parts, that's no good. NOTE: this one has no flares or chaffs in it, so be careful with that. This will propably end up being my last 1:1 replica ship since it made the ship very slow and sluggish. It had the same manouvering engines as the Great White, and about the same amount of engines as the Killyoustrious. Even despite this, it's has worse performance than the huge carrier and the battleship. As for reference, i used one of my Revell 50th anniversary kits i had made years ago. (the kit on the right is the U.S.S Boston that served as my inspiration/reference for the K.S.S Avenger). And here's a link to the album. http://imgur.com/a/is5Ny Specks and picks: Armaments: 4 Abrams turrets, 2 Goalkeepers and 12 chainguns. Top speed: 30 m/s. Length: 161m. Width: 20m. Height: 31m. Mass: 2384 tons. Parts: 1176. The ship is loaded with 170000 units of fuel. And that's about it for this one. to be honest, it's a bit useless, but still, i hope you enjoy it . Mod used: BD-armory. Download link: https://www.dropbox.com/s/hhio60kziru67nm/K_S_S Fine island AV-6.craft?dl=0 Link to main post:
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Hey all, first off, I apologize if I've posted this in the wrong forum. It seemed like the best place to me. I am playing around with BD Armory in career mode with the 5dim pack. I've built a nice little low tech floating weapons platform with a Mk1 Pod, an RT-10 solid booster, Mk16 chute + four Mk2R radials, and landing legs. At this point in the tech tree, I only have the chain gun unlocked, so that's all I can use for the first training mission, which consists of a bunch of unarmed, unmoving targets to the north of the runway. Since I can barely fly planes, I figured I'd just put guns on a slowly falling platform and shoot down at the targets. So I put four chain guns facing downward on the sides of the RT-10, as well as eight boxes of 30mm rounds. My contraption flies up to about 5,000m, then floats back down at around 6m/s (which reduces to more like 4m/s once I use up all the ammo). After it reaches full chute deployment (5k), I arm the weapons and the mouse becomes that nice litte targeting thing. I also see four littler targeting things that try to follow the mouse, which I assume are the aimpoints for the guns. Everything works perfectly! Except that I can't hit a damn thing. I'm visually impaired, but I have enough vision that I can easily put the targeting circle on the selected target (it has a little box around it). I will let myself drift down to 2.5km and open fire for two minutes or so, but nothing goes boom. BTW, the recoil of the guns slows my decent rate quite a bit and, to a much smaller extent, pushes me away from the target. This drift is the only thing I can think of that must be throwing off the aim enough to prevent any hits. I just don't understand how I can pour two minutes worth of 30mm explosive rounds at an unarmored target and not even scratch it. Am I just too far away? I can't seem to find a range number for the chain gun, or for many BD Armory guns actually. It is range? Is it my poor aiming skills? Or is it the recoil on a light vehicle suspended under chutes thowing off the aim? Is this vehicle just a really dumb idea? Thanks!
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I've updated to 1.2 and for some reason the physics behind bdarmory have changed, back in 1.1 they seemed to work fine. I'm having issues with KSP/squad parts not absorbing damage properly. I built a tank out of structural panels and changed the file on the structural panels to have a higher damage protection rating. The problem is, bd armory is shooting (even with very weak guns) straight through the structural panels and completely killing the inside of the tank with 1 shot while leaving the outside in slightly damaged condition. This was never an issue in previous versions, the other versions seemed much more realistic.