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  1. A sci-fi addon for BD Armory, it adds a bunch of weapons inspired by Star Wars. Updated to 1.2.2 by using BDArmory Continued. Also features a "Power" system as ammunition, which is quite simplistic. The whole thing is really, but it's nice to have anyway! Basically, use the battery pack called Power System for all your needs. There are currently three unique models, contributed by SpannerMonkey and Wraith977! Download over at Spacedock. You will need BDArmory Continued installed. Feel free to contact me with both bugs and requests/suggestions/ideas. I will probably add more weapons with time, but currently there are: Ion Cannon: Based on the howitzer, it is a very powerful weapon on a direct hit, but otherwise does minimal damage. X-1 Light Laser: A small automatic laser gun. M50 Dragon Turret: Tank Turret that focuses on explosive radius but is not as strong as normal tank cannons. It fires slightly faster too. Scout Laser Cannon: Automatic relatively light laser cannon. Laser Turret: Pictured above, it's inspired by TIE Fighter guns. A light and small weapon. Turbolaser: Heavy turbolaser, for all your capital point-defence needs. It now acts as a proper flak gun with explosive shots. X-8: Automatic laser cannon. Deadly. X-10: Inline lighter laser cannon, for fighter use. Based on the X-Wing, featuring model by SpannerMonkey. Old Republic Defence Turret: Very fast firing experimental turret, provided by Wraith977. Dorsal Turbolaser Turret: Heavier turret, great for general use on bases and various starships. Also made by Wraith977. License: CC ShareAlike 2.0 With all credit due to BahamutoD, and his awesome mod(s). As well as the team working on BDArmory continued now of course. And SpannerMonkey and Wraith977 for providing some really cool weaponry!
  2. KTech Download at the bottom of this post. This mod adds a few weapons and items from Star Trek and Star Wars, as well as a couple of new and original SciFi weapons like a Space missile and a super powerful Rail gun. Some of these parts are super OP, and are meant for pure unadulterated fun and destruction! Star Trek: Photon Torpedo - Functions like the HE-KV-1. It is radar guided with built in RCS, it can maneuver in a vacuum and has a 1000km range. Federation Phaser Turret NX Class Phaser Cannon Klingon Phaser Cannon Star Wars: R2D2 - Advanced probe core with MechJeb capability, and full BDAc weapon manager! Turbo Laser Cannon Light Laser and Medium Laser (Star Wars theme... not actually in Star Wars) Turbo Laser Turret (almost too OP, may change) This is not copied from another mod, the cfg and sound is original. I did however get the idea from @Aerolfos, creator of Future Weapons The following 3 weapons are also from SpannerMonkey(smce) X10 Laser X10b Laser X10 Double Laser Halo: M808 Scorpion tank and 2 turrets. Original: Rail Gun Turret - Three skins available Stock, Canadian CADPAT (replica), Snake and Dragon Scales (with texture switching provided by SM Industries), this is an extremely powerful Tank style/turret mounted rail gun, with a muzzle velocity of 5km/sec and a range of 150km!! Truly Devastating!! S1 Space Missile - Three color options (if SM Industries is installed) Functions like the HE-KV-1, it's a radar guided space missile with built in RCS, can maneuver in a vacuum, has a 1000km range, and can survive re-entry! Upgraded Target Cam with 200km range! Upgraded Rover wheels... limited production, test of product viability. Space Radar - *Most important part!! This is needed for super long range targeting in space, has a 1000km range, and will only function in a vacuum or in extremely thin atmosphere above 27,000m. Dependencies: BDArmory for Runway Project v1.4.6.2 or higher (USE THE NEWEST VERSION) Module Manager Optional Dependencies: For S1 Space missile M808, and Rail Gun texture switching, you will require SM Industries For R2D2 MechJeb functionality, you will need MechJeb2 Model creators: @SpannerMonkey(smce) - The Two Phaser Turrets, Photon Torpedo, Modifications to R2D2, RailGun Turret, S1 Space Weapon, TL Cannon, and the line of X10 Laser Cannons. @BahamutoD - Original creator of BDArmory. BDAc Models used in: Space Radar, KE Round Box, Klingon Phaser Cannon, and the Turbo Laser Turret. @Devo - R2D2 Model. Special Thanks: @DoctorDavinci For your work on the Space Radar plugin (now part of BDAc) and for answing so many of my questions! @jrodriguez, @Papa_Joe, @gomker @Eidahlil for implementing every single fix and tweak I have asked for (especially the radar modification)... you guys are truly spoiling me! Cheers guys! This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Source files Change Log: NOTE: Only for BDArmory for Runway Project v1.4.6.2 or higher! Github SpaceDock
  3. 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
  4. Aviator Arsenal A WW2 aircraft weapons and utilities collection. Aviator Arsenal is a pack of weapons created by me and @VintageXP. It is based on BahamutoD's Armory modules and contains the most famous World War 2 aircraft weaponry. It's completely independent from the original BDArmory mod, providing you with ammunition, command modules, mounts and everything you need to make use of all the weaponry available in it. Every weapon on this pack was researched to be represented accurately, while still maintaining our own style and making them look appealing into the game. The focus of the pack is being used on actual dogfighting, mainly the BAD-T tournament. Because of that a very complex balancing system was created. This means that every weapon is rigorously balanced to be used out of the box, you do not need to worry about tweaking anything in order to have a fair gameplay. Every weapon fulfills a role, and you can choose your preferential stats through different variations of the same weapon. Every parameter, from rate of fire to tracer color is represented as accurately as possible. A lot of research was put on making sure the weapons are as similar to their real life counterparts as possible. Have fun, and good fighting! Weapons MACHINE GUNS CANNONS MG 7mm BOMBS HE CANNONS ROCKETS Ammo Boxes: Caliber 7mm 12.7mm/ .50cal 13mm 20mm 23mm 30mm 40mm 75mm Capacity 1800 750 850 350 300 160 50 9 Utilities and Misc: Ball Turret Blister Pod Drop Tank Jericho Trumpet Heavy Ordnance Mount Rocket Rail Structural Bomb Mount Communications Antenna Ring Antenna Ball Antenna BDArmory (required) Download Aviator Arsenal on Curse (source)
  5. 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?
  6. This MOD has been merged into "Next Star Industries" download here: https://spacedock.info/mod/2506/Next Star Industries or here: https://github.com/NextStarIndustries/Next-Star-Industries/releases/tag/v2.3.0 BDArmory Weapons Extension is NOT a part of BDArmory Continued NSI is not a part of the BDArmory Team!! A military and aerospace manufacturer that specializes in nuclear and heavy weapons. With a die hard never sleeping R&D department, NSI takes things to the next level, pushing science and technology into the future, but continues to build and supply the tried and true products of the past and present. Pictures are here. NSI's Mods Currently used UV Maps, for those wishing to edit textures, can be downloaded from here. Get the KSP v1.8.1 and BDAc v1.3.2 and of NSI's BDArmory Weapons Extension here. BDArmory Weapons Extension's Required Mod List: The latest version of BDArmoryContinued is required to be installed. BDAc requires Physics Range Extender to be installed. Module Manager is required for some Mods to work. Localization Dictionary Translated from English to русский, Français, Nederlands, 简体中文, 日本語, Deutsche, čeština, and Español. All translations performed by Next Star Industries. Recommend using CKAN to auto install mods, so their dependencies are installed as well. Licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
  7. Non Issues (1) - The Mk81 just plain out sucked IRL, so it sucks in game, only carry if you need a bomb as small as a kerbal. Known Issues (2) - M151 AT Rockets do no damage to any parts. possible BDA Bug as even using the stock BDA Rockets CFG Yields no damage. - Minor Shader issues on most weapons when highlighted, Turn off Part highlighting when hovering the mouse over them or Ignore. Dependencies (1) - BahamutoD Armory continued Download Pre-Revival 1.x.x: https://spacedock.info/mod/1581/Non Politically Motivated Salvaged Parts Tested working up to : 1.9.1 License - Configs are GNU/GPLv3, Models/textures All rights reserved
  8. Skyer's Weapon Pack Weapons for the Fatherland! and also the motherland and maybe some other foreign weapons shhh History: Skyer's Weapon Pack was made originally by @Skyer, but now @KSP Bros KS and I were called to help assist him with his mod. Now with your help, we can help Skyer be proud of his amazing project! Changelog: Requirements: BDArmory: https://github.com/PapaJoesSoup/BDArmory/releases Module Manager: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-130-module-manager-281-june-29th-2017-with-n-cats-physics/ Le/La/Des Downloads: Download on Spacedock: https://spacedock.info/mod/1007/Skyer's WeaponsParts Pack Git it on Github: https://github.com/MuricanJeb/Skyers-Weapon-Pack/releases Latest release on GitHub: https://github.com/MuricanJeb/Skyers-Weapon-Pack/releases/tag/v0.7 This is released under an MIT license. Known Issues: None, but there may be some hidden under the rug! Please report any bugs!
  9. So I recently read "Death's End", which is the third book in the "Three Body Problem" series, or also known as the "Remembrance of Earth's Past" series. Without getting too spoilery, there are some heavy sci-fi weapons used in the book series that are reasonably based in in some kind of science. One aspect of the series is the fact advanced alien tech is very much beyond what we consider to be "advanced", and such a divide expands as the series goes on by significant magnitudes. So it got me thinking, what is the most "powerful" weapon you could imagine, or have heard of in sci-fi that is at least kinda based in some science? For those that already read this book, or don't care about spoilers, here's specifically what they "weaponize" in the book series: (HEAVY SPOILERS!)
  10. 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.
  11. This days i try to make something special based on BDAC rockets. The first idea: LAD(Low Altitude Dispenser) It's just an unpowered rocket And i try to make the ADS for land vehicles. My idea is to add a delay expansion collision box to the rocket,and it works. I'm still perfecting them.Any suggestions?
  12. Last night, I was watching a DCS tutorial (mind you I don't have it, but I like it). Then it came to me "why not turn KSP into a DCS type simulator" After all, KSP has the BDA addon, tutorials, scenarios/missions, and, best of all, you can build your own custom airplane. So here is my proposal : A pack that you place in a clean KSP install with select addons (RBDA, FAR, APP, etc.), tutorials, manuals, scenarios, and built-in crafts made by me, and anyone else who would want to help, for those who dont want to bother with building their own airplanes. The manuals would be either in KSPedia or .pdf format. Another thing to do would be to add the BDA displays to IVA cockpit screens. I would also modify parts into new parts (e.g, AIM-9 without warhead for tutorials). If you have any suggestions/questions, ask here. Release thread: Craft thread: http://forum.kerbalspaceprogram.com/index.php?/topic/163789-kerbal-kombat-simulator-kraft-thread/ Base Thread: Contributors: @Next_Star_Industries Mk8x bombs @jrodriguez's RBDA, destruction FX, and Physics Range Extender (PRE) @Shadowmage's Kerbal Foundries Continued. @Icecovery's AARS (automated aerial refueling system) @Papa_Joe's BDMk22, Vessel Mover, and BurnTogether. @blackheart612's AirplanePlus @Crzyrndm's Dynamic Deflection and B9 Pwings. @ferram4's FAR @AlphaAsh/@Ger_space's Kerbal Konstructs plugin. @DoctorDavinci's DCK Camo. @pellinors tweakscale @alexustas's ASET @MOARdV's JSI PRM. @Vens Vens stock revamp (duh!) @tetryds/ @ferram4/ @BahamutoD's Mouse Aim Flight. @fast_de_la_speed's Mk1 ASET cockpit. @linuxgurugamer's SXT continued *needs to be downloaded separately Here* @Starwaster's Procedural parts @blowfish/@NathanKell's Module Manager, AJE, an SolverEngines @sirkut's Infernal Robotics @JollyGreenGI/ @dundun93/ @AirShark for their amazing crafts. @Matuchkin for his campaign, scenario ideas. Team Members: @Matuchkin, @dundun93, @JollyGreenGI, @Lo Var Lachland, and (of course!) @dundun92
  13. KWS is a BDArmory extension that adds several Cold War era weapons. Download links: https://spacedock.info/mod/1578/KWS : Kerbal Weapons System https://github.com/dundun92/KWS/releases/latest Source: https://github.com/dundun92/KWS I currently adds only parts based on Stock BDA parts. It requires BDArmory Continued 1.1 Final or ABOVE. Localization has not been added yet, so feel free to help. It is under the CC BY-SA 4.0 license https://creativecommons.org/licenses/by-sa/4.0/ All thanks to the BDA team for the models used by most of these parts!
  14. The result of a bunch of random experimentation, this fighter craft ended up being heavily inspired by various Sukhoi fighters. It is also quite large, being 3 meters longer and having a 4 meter wider wingspan than an F-22. The craft has excellent low speed preformance, as well as a very high top speed and service ceiling. There is also an alternate version available which possess 4 small missiles. These missiles each utilize 8 seperatrons, they have probe cores and reaction wheels, are able to accelerate from 0 to mach 2, and have an effective range of 2-3 kilometers. These missiles would (obviously) function best in air-to-air applications. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-SD-1-Buzzard -Part Count (Unarmed): 287 -Part Count (Armed): 363 -Rotation Speed: 35 m/s -Stall Speed: 20 m/s -Max Speed Dry SL: 280 m/s -Cruising Altitude: 12500 m -Max Speed Afterburner CRZ ALT: 933 m/s -AG1: Toggle Afterburners -AG2: Launch Missile #1 -AG3: Launch Missile #2 -AG4: Launch Missile #3 -AG5: Launch Missile #4 -AG0 (or is it action group 10?): Detach Hard-Points
  15. A while ago, I was watching a DCS tutorial (mind you I don't have it, but I like it). Then it came to me "why not turn KSP into a DCS type simulator" After all, KSP has the BDA addon, tutorials, scenarios/missions, and, best of all, you can build your own custom airplane. So here is my proposal : A pack that you place in a clean KSP install with select addons (RBDA, FAR, APP, etc.), tutorials, manuals, scenarios, and built-in crafts made by me, and anyone else who would want to help, for those who dont want to bother with building their own airplanes. The manuals would be either in KSPedia or .pdf format. Another thing to do would be to add the BDA displays to IVA cockpit screens. I would also modify parts into new parts (e.g, AIM-9 without warhead for tutorials). Now, it is ready for the first beta release. If you have any suggestions/questions, ask here. Mods used: @Next_Star_Industries Mk8x bombs, under CC BY-SA 4.0 @jrodriguez's RBDA, destruction FX, and Physics Range Extender (PRE), under CC BY-SA 2.0 @Shadowmage's Kerbal Foundries Continued, under CC BY-SA 3.0 @Icecovery's AARS (automated aerial refueling system), under CC BY-SA 4.0 @Papa_Joe's BDMk22, BDArmory, Vessel Mover, and BurnTogether, under CC BY-SA 2.0 @blackheart612's AirplanePlus, under CC BY-NC-ND 4.0 @Crzyrndm's Dynamic Deflection, in public domain and B9 Pwings, code under MIT, art under CC BY-NC-SA 4.0 @ferram4's FAR, under GNU GPLv3 @AlphaAsh/@Ger_space's Kerbal Konstructs plugin, under MIT @DoctorDavinci's DCK Camo, under GNU GPLv3 @pellinors tweakscale, under WTFLP @alexustas's ASET, under CC BY-NC-SA 3.0 @MOARdV's JSI PRM, under GNU GPLv3 @tetryds/ @ferram4/ @BahamutoD's Mouse Aim Flight, All rights reserved, specific permission needed. Tetryds permission: @fast_de_la_speed's Mk1 ASET cockpit, under WTFPL. @linuxgurugamer's SXT continued, under CC BY-SA 4.0 *needs to be downloaded separately Here* @Starwaster's Procedural parts, under CC BY-SA 3.0 @blowfish/@NathanKell's Module Manager, under CC BY-SA(2.0?) AJE, an SolverEngines, under GNU GPLv2 @sirkut's Infernal Robotics, under GNU GPLv3 @AirShark, for his excellent crafts. (And, mod contributors, sorry for the second ping) TEAM MEMBERS! @dundun92 @Matuchkin @JollyGreenGI @dundun93 @Lo Var Lachland The modpack: https://drive.google.com/file/d/1lJdlckApQ7OvbG7X4MagmsuFKaArUtoC/view?usp=drivesdk Airbases: Paste the NewInstances FOLDER into GameData\KerbalKonstructs. https://drive.google.com/openid=1UDW6VPmXBTzsQewLGVxMuI4F1OwbkjD6 The sample .craft files: https://drive.google.com/file/d/19QYw5lr_LuR8ejiT9Ghlzj-S5VDSDUQM/view?usp=drivesdk The sample scenarios(use like a Alt-F5/F9 gamesave): https://drive.google.com/file/d/1WgKj36cVNayhfZM-uag91wcQtt8OfaXv/view?usp=drivesdk Here are some demo/tutorial videos/screenshots: Suggestions poll: https://www.strawpoll.me/15227310 Original development thread: Have fun blowing up stuff!
  16. The is the Open Beta for the next release of BDArmory Continued. This next release (version 1.1) will be a complete refactor of the damage model, ballistics and explosive force calculations. Our goal was to model realistic values for ballistics, bullet penetration explosive damage and force. All formulas used to calculate these values are based on real world values and physics formulas with balancing to account for game play. Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0 Fixes Too many to list - see this tag in get for issues being corrected and comprehensive lists : https://github.com/PapaJoesSoup/BDArmory/labels/Fix Pending Release New Features Main issue tracking changes : https://github.com/PapaJoesSoup/BDArmory/issues/307 Damage is no longer tied to heat or temperature of the part, a completely new "Hitpoint" health system has been created. By default all parts will have their Maximum Hitpoints calculated based on part area and density Documentation : https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.1-Hitpoints-&-Armor For Modders: you can override these values by using the following in your part config or MM patches MODULE { name = HitpointTracker ArmorThickness = 120 maxHitPoints = 100000 ExplodeMode = Never } Example baseline values for balancing : 10,0000 hitpoints for Tank Hulls, 100,000 hitpoints for larger boat hulls. Armor The Armor and penetration system has been completely redone, no longer needing custom layers or parts. All parts will have a default value of 10 "Armor" units to approximate default thickness of metal composed of the part. Armor can be changed in the VAB or by the same method above with a MM patch. Any part can have Armor if you choose, allowing for more flexibility. There will still be dedicated Armor panel parts for those who choose a different build path. Armor will stop bullets and limit damage depending on the amount present and bullet mass and velocity Bullets Documentation https://github.com/PapaJoesSoup/BDArmory/wiki/1.2.2-Bullet-Configuration Bullet configurations now have real world values for caliber and mass. Ballistic coefficients are calculated in code based on these values for a more accurate drag model Most damage values for weapons have all been moved to the bullet configurations. This will now make weapons more consistent with same ammunition. BULLET { name = 30x173HEBullet caliber = 30 bulletVelocity = 1180 bulletMass = 0.3880 //HE Bullet Values explosive = True tntMass = 0.3104 blastPower = 2 //deprecated, use tntMass, left in for legacy support blastHeat = 3.7 //deprecated, use tntMass, left in for legacy support blastRadius = 2.5 //deprecated, use tntMass, left in for legacy support apBulletMod = 3 //not yet implemented bulletDragTypeName = AnalyticEstimate } Weapon Configurations All damage values are now calculated from the bullet configuration. All other value are deprecated. ammoName and bulletType are required MODULE { name = ModuleWeapon .... ammoName = 30x173Ammo bulletType = 30x173Bullet .... Decal Bullet Hits Bullet strikes currently have two sizes for (90mm below / above) This is a very early feature and has much work left to be done (i.e. mapping bullet decals to curved surfaces properly) Explosive Damage @jrodriguez to provide more details on the changes of the explosive detonation code New value of tntMass is replacing all other values for explosive in bullet configuration. For Missiles the following will need to be added, where tntMass should be the approximate real world value of explosive mass the missile contains. MODULE { name = BDExplosivePart tntMass = 27.15 } Compatible Mods SpannerMonkey has graciously allowed me distribute his pre-release updates that are compatible with the Open Beta. Please do not comment on any other thread but here about issues with these parts. Feedback should be provided here in relation to BDA testing only. Do not merge any of these , complete re-installs SMIndustries : https://github.com/SpannerMonkey/SM-Marine/releases/tag/v0.9.9.0 https://github.com/SpannerMonkey/SM_Armory/releases/tag/v0.99.90.10 https://github.com/SpannerMonkey/SM_AFVs/releases/tag/v0.9.1.99 https://github.com/SpannerMonkey/SMI_MissilesLaunchers/releases/tag/v0.1.1.0-beta https://github.com/SpannerMonkey/SM_OSTandT/releases/tag/V0.1.1.0-beta https://github.com/SpannerMonkey/SM_Stryker-Aerospace-and-Armory/releases/tag/v1.1.20-beta https://github.com/SpannerMonkey/Large-Boat-Parts-/releases/tag/V3.9.3-beta Malfunc Weapons : https://www.dropbox.com/s/yf41npj2kuual9j/MalFunc Industries BBDA dev ready SM version 1.zip?dl=0 HullBreach Compatible with SM Mods : https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach. Thanks Test / QA Crew borrowed from @SpannerMonkey(smce) @Azimech @TheKurgan @Wrench Head @XOC2008 Other QA and Mod Makers : @Acea @lancefoxcia @harpwner The Standard Warnings and Notes Use at your own risk, this is a beta build an will have issues. We recommend you test in an isolated copy of KSP. It is possible you could corrupt craft or saves, no guarantees. Always completely delete / replace the entire BDArmory directory Delete your partDatabase.cfg & ModuleManager.ConfigCache before loading if updating the new build Module manager is required New / Daily builds will be posted at https://github.com/PapaJoesSoup/BDArmory/releases We hope you'll enjoy these new features, and looking forward to an interesting open beta phase with lots of insights & discussions! Your BDAc team @Papa_Joe @SpannerMonkey(smce) @DoctorDavinci @gomker @jrodriguez @TheDog Boring demo Beta Release #1 : https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.1.0
  17. Bonjour, je me lance dans la création de mod avec pour but un pack d'armes française pour BD Armory. Pour le moment toute aide est la bienvenue. Je commence par le MDBA Meteor Hi, i'm going to mod creation with the goal to make a french weapons pack for BD Armory. For the moment all help are welcome. I start with MBDA Meteor.
  18. Stock Weapons Challenge! Contrary to public misconception, stock weapons ARE a thing, and I want to see your creations! The Challenge: Build & Deploy a custom weapon using only stock KSP parts. WATCH THE STOCK WEAPONS CHALLENGE VIDEO TRAILER BELOW INSTRUCTIONS Build a STOCK weapon and deploy it against a specific target. You may only use parts from Stock KSP, no BD armory of course, other mods are ok as long as they don't provide any unfair advantages. You must use KSP Version 1.0 or later. To complete this challenge you must meet the following requirements: 1) Picture, GIF, or Video of your weapon. 2) Picture, GIF, or Video of the aftermath of your deployed weapon. 3) You MUST call your target (ex: VAB building, or a specific craft, or "ENTIRE RUNWAY") 4) You MUST prove your weapon works (accuracy be damned!) Impress me!
  19. This is the most recent video, launching two military ships and a a rescue mission, and some other stuff! I would love to hear your constructive criticisms, stuff you like and stuff you would add! I am also accepting crafts for the series, with these rules -No mods -500 parts or less -state if you would like it to be used on the Communist side or the /K/ommando Co side (or if you dont care what side, let me know) -Media fire/drop box downloads GREATLY appreciated! I will include your forum username, and I am excited to see what you have made! Let me know what you guys think
  20. It's been a very long time since I have played KSP, and I had a bit off a macey dean phase. Coming back, that sorta has not left, though I'm dropping the pretenses and wish to use actual mods! But what would you recommend? I know about BD armory, but are there any others that are 1.3 compatible?
  21. UPDATED! Hello Fellow kerbals! I have now been a member of the KSP forum for almost a year now, and now that its christmas time i wanted to make a mod that NO ONE has ever made before. So i give you the Medieval Weapons Pack for KIS ! This is a mod which adds some weapons from the medieval era. Currently there are only four parts and they are: Dagger, Spear, Short Sword and Long Sword but i want to add some more weapons (they are listed bellow). Scimitar COMING SOON! Shield Helm Siege Weapons Rapier Battle Axe Bow and arrow and a lot of other parts! Alright... Tired of Big Ugly and heavy guns? Just wishing you could stab someone? well now you can! Review by kottabos games. This is a review of the OLD version. Download:Medieval Weapons Pack DOWNLOAD! Requires the Kerbal Inventory System mod. License: MIT
  22. Hello There! The mod uses BDarmory And Firespitter Plugins. This is the temporary or not thread for my mod, because the forum derped. I know that there is aviators arsenal who has the same weapons as me, yes thats true but his weapons are just little pods sticking out of the wing , i wanted to have the full weapons so you don't put guns into tiny wings and see that guns are larger(or smaller when you think. I was not trying to make the models to accurate becouse a) this is the first time me modeling absolutely anything. b) it's KSP. Download From <snip> Download From <snip> Weapons list: License You can Click da like button if you want to
  23. Hello community! This is a dev thread for my upcoming BD Armory mod 'Random Ordinance Emporium.' This is my first mod that taps into the complexity that is 3d modeling and texturing. I am VERY new to this, so tips, tricks, and suggestions are VERY welcome! Below are some of the ideas I have for the first update coming later this February/March. Current Weapon Ideas. (NU = Next update) GR-12 Swarm Rocket: A tiny, short-range radar-guided missile that gets all its punching power from 'lethal impact velocities.' Meant to be launched 2-3 at a time. (NU) TTG-99 'Crackle' 50cal mounted gun: A compact 50cal surface mounted machine gun. Not very powerful, but great if you want to stay small. (NU) BAMO-05 'Jabberwocky' 30mm: A large, automatic 30mm cannon. Great for making sure things stay dead. Not a rotary cannon. DRO-02 'Thunderdrake' Missile: A large, medium-range radar-guided missile. It has a large warhead, but it travels relatively slow. Great for shooting down bombers.
  24. KSC Returns fire after taking heavy damage from an unknown assailant launching from the abandoned airstrip!
  25. Hey forum people! Information. 1. I use a Mac. 2. I use KSP ver:1.2. 3. I use BD Armory ver:1.2 So i am trying to use a targeting pod (I've tried both) but whenever I activate it, the screen where the view shows up is just a solid purple. I know I am doing it right because in the past KSP and BD Armory versions, it showed up with no hint of purple what so ever. I can't see anything in the targeting pod window, just solid purple. http://kspmalfunction.weebly.com/ this is a screenshot of the targeting pod Sorry I had to use such a crappy template. Only look at the first part because all the rest is template. Please get back to me as soon as possible!
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