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[1.8- 1.12] Aviator Arsenal Continued [v1.5.5 update 10/17/21]


SuicidalInsanity

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Aviator Arsenal (continued)
A WW2 aircraft weapons and utilities collection.

Aviator Arsenal was a BDAc expansion pack containing some of the most famous WW2 aircraft weapons created by @tetrydsand @VintageXP that has gone un-updated since KSP 1.2, and all credit for this mod should go to them. I am merely a maintainer.
Following interest in AA from a few BDAc competitions I've become associated with,  I've received tetryd's blessing to maintain this mod and update it to current versions of KSP and BDAc.

<<The original thread can be found here>>


Every weapon on this pack was researched to be represented accurately, while still maintaining a unique style and making them look appealing into the game. The focus of the pack was originally being used in actual dogfighting, mainly the BAD-T tournaments, and as such a complex balancing system was implemented. This meant that every weapon was  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!

Main Features:

Cannons: Machine Guns:
dPCmXiY.png 50AFAyt.png
ShVAK 20mm (2 Variants), MG 151/20 20mm, MG 151 15mm (2 Variants), Hispano Mk II 20mm (2 Variants) ShKAS 7.62mm, Breda-SAFAT 7.7mm (2 Variants), UBK .50, M2 Gunpod .50, Browning M2 .50 (4 variants)
Heavy Cannons: Explosives:
O0MsB82.png hU6Qo4y.png
Mk 108 30mm, Vya-23 23mm, Vickers S 40mm, BordKannon 7.5 75mm RP-3 Rocket, XM158 2.75in rocket pod, HVAR Rocket, 100lb, 250lb, 500lb, 1000lb bomb

Also includes ammo boxes, various ordinance mounts, Jericho Trumpet, Sperry Ball Turret, and custom BDAc AI/Weapon Manager antennas

BDArmory 1.4+ (Required)

Download Aviator Arsenal from SpaceDock

Changelog:

Spoiler

v1.5.5
=========================================
-HVAR rocket is now a proper rocket weapon instead of a laser-guided AGM
-RP-3 rocket is now a proper rocket weapon instead of a laser-guided AGM
-Rocket rail is now a legacy part

==============V1.5.1============
Updates AA to new BDA 1.4.7.0 bullet/rocket standards
-Fixes missing fire sound for the Ho-5
-Fixes MG131z mass
-Adds in Incendiary ammo support
-Adds Breda-SAFAT AP ammo
-Ho-103 now has AP and HE ammo option
-MG151/20 now has choice of AP, Incendiary, and HE rounds
-Mk 108 now has choice of HE and Incendiary rounds
-Most AP, and some HE rounds now have incendiary attribute

=========V 1.5==================
Updates AA to new BDA bullet/rocket standards
==Will Not Work with BDAc 1.3.x; Requires BDAc 1.4==
Adds R4M rocket rack
Adds Ho-3 12.7mm Machine Gun
Adds Ho-5 20mm Cannon
Adds Ho-155 30mm cannon
Adds MG 131z FDL 13mm turret
.50 Ball Turret now requires kerbal gunner to function
Adds ability to choose between AP and HE ammunition for most guns
Weapons with multi-ammo capability indicated in part desc.
===========Version 1.4============
Updates weapon configs to current BDAc(1.3)
Slight optimization to ammo box loading via Model Nodes
Adds 15mm ammo box
Converts MG 151 short barrel and MG 151 long barrel to 15mm
updates plugin, Jericho trumpet now works in post KSP 1.2 installs
Adds custom SPH/VAB editor category
Adds localization, if you want to translate AA to another language, let me know

Per tetryd's wishes, the license remains All Rights Reserved.
All credit to this mod goes to tetryds and vintageXP

Edited by SuicidalInsanity
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Awesome! Thanks for continuing my mod.

A neat addition I didn't put effort into was making the antenna be a struct with a thin wire.

If you want to take over MAF, feel free as well. I had some ideas but figured I might never implement them anyway.

Edited by tetryds
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Increase the damage multiplier in the BDArmory Settings window to 200-300%.
The main issue with AA damage vs stock BDA damage is  a matter of fire rate. So while, say, the Hispano 20mm does about the same damage per shot as the Vulcan, it won't have the same damage per second because the Vulcan is firing 5500 rounds per minute compared to the Hispano's 700.

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  • 4 weeks later...

Update 1.5 for AA is now up on SpaceDock - this updates AA to use the new bulletdefs standard in BDAc 1.4+ As such, AA 1.5 is incompatible with older BDAs.
It also adds a few new toys:
s9tjE3s.png
From left to right: R4M rocket rack, Ho-3 .50MG, Ho-5 20mm, Ho-155 30mm, MG131z FDL 13mm turret
Changelog:

Spoiler

V 1.5
===========================
Updates AA to new BDA bullet/rocket standards
==WILL Not Work with BDAc 1.3.x; Requires BDAc 1.4==
Adds R4M rocket rack
Adds Ho-3 12.7mm Machine Gun
Adds Ho-5 20mm Cannon
Adds Ho-155 30mm cannon
Adds MG 131z FDL 13mm turret
.50 Ball Turret now requires kerbal gunner to function
Adds ability to choose between AP and HE ammunition for most guns
Weapons with multi-ammo capability indicated in part desc.

 

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7 hours ago, SuicidalInsanity said:

Update 1.5 for AA is now up on SpaceDock - this updates AA to use the new bulletdefs standard in BDAc 1.4+ As such, AA 1.5 is incompatible with older BDAs.
It also adds a few new toys:
s9tjE3s.png
, MG131z FDL 13mm turret
Changelog:

  Reveal hidden contents

V 1.5
===========================
Updates AA to new BDA bullet/rocket standards
==WILL Not Work with BDAc 1.3.x; Requires BDAc 1.4==
Adds R4M rocket rack
Adds Ho-3 12.7mm Machine Gun
Adds Ho-5 20mm Cannon
Adds Ho-155 30mm cannon
Adds MG 131z FDL 13mm turret
.50 Ball Turret now requires kerbal gunner to function
Adds ability to choose between AP and HE ammunition for most guns
Weapons with multi-ammo capability indicated in part desc.

Very cool. It's the rear turret on the me410 right?

 

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  • 2 weeks later...
On 1/22/2021 at 7:48 AM, Daniel Prates said:

Funny, this new version freezes up my game loading. When the assets loading reaches the "hispano enclosure" asset, it just stops there indefinively.

Having the same problem here and I am using BDAc 1.4 so thats really strange, anyone know how to fix it? @SuicidalInsanity

 

Edited by RadioPanda_781
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Hmm. if it's hanging on the next gun,  the usual cause of that is it's trying to parse a bulletType it can't find. if you go to /GameData/AviatorArsenal/BulletDefs/AABulletDefs.cfg, and open the file, do you have a '20x94mmAPTShell' entry, should be 11th down from top?
When updating to AA 1.5, was this a 'delete old version and replace', or' copy new version over' installation?

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