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Showing results for tags 'mods for ksp'.
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Lets just say if i were to copy the entire KSP folder and delete the mods inside of it and rename and add "BDARMORY" infront of it and installed different mods would it bork anything up or would steam play on the unmodded when i add a couple of words infront of the orignal and remove "BDARMORY" from the copied would it play off the second one?
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BDarmoury was THE weapons mod for Kerbal Space Program. With a sequel coming up, it will be interesting to see what gets improved. The original mod was good, but the variety was a little low. Also, there were no space-based weapons or items, apart from that one missile (if you were going to add 1 thing specifically for space, why not add more?) One of the features I am most excited about adding to BDarmoury will be colonies. The potential the has is massive. Firstly, it will be possible to set up colonies, then go to war with others. This may add an interesting aspect to the mod, especially if unique mechanics are integrated to facilitate this. Another thing that is harder but wayyy cooler is extra structures for colonies that are military focused. Examples include: AA guns Ammo storage depot Long-range (perhaps interplanetary) Missile silo Short to medium range missile battery I don't know what could be added for interstellar travel integration, but it would also be interesting. It could allow for grand conflicts across multiple systems, with many Kegadeaths of casualties. For this to work, the tech tree must have a decent progression path for weapons/other equipment (unguided rocket goes to laser guided goes to active radar missile that impacts at retavitlistic speeds). Let me know if there is anything you would want for BDA 2.0
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- mods graphics
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I have made a KSP Mod and kopernicus comes up with: Object reference not set to an instance of an object. It is the same in both the kopernicus log and ksp log. Please Help. PS: It is only one planet i have made, all the coding is correct, it just wont work...
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- ksp mod making
- ksp
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