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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]


DocNappers

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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

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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:

Weapon Packs for BDA+:

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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
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  • v1.8.0.1
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  • v1.8.0.0
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  • v1.7.1.0
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  • v1.7.0.0
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  • v1.6.12.0
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  • v1.6.11.0
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  • v1.6.10.1
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  • v1.6.10.0
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  • v1.6.9.0
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  • v1.6.8.0
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  • v1.6.7.0
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  • v1.6.6.0
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  • v1.6.5.0
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  • v1.6.4.1
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  • v1.6.4.0
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  • v1.6.3.0
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  • v1.6.2.0
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  • v1.6.1.0
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  • v1.6.0.2
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  • v1.6.0.1
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  • v1.6.0.0
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  • v1.5.9.4
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  • v1.5.9.3
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  • v1.5.9.2
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  • v1.5.9.1
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  • v1.5.9.0
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  • v1.5.8.0
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  • v1.5.7.0
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  • v1.5.6.2
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  • v1.5.6.1
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  • v1.5.6.0
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  • v1.5.5.1
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  • v1.5.5.0
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  • v1.5.4.1
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  • v1.5.4.0
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  • v1.5.3.1
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  • v1.5.3.0
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  • v1.5.2.1
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  • v1.5.2.0
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  • v1.5.1.2
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  • v1.5.1.1
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  • v1.5.1.0
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  • v1.5.0.0
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  • 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

 

Edited by DocNappers
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If you are interested in checking out some videos using BDA+, check out the following creator and this video which shows off all the improvements in AI (terrain avoidance, better aiming, better evasion, and more) and missile combat (improved missiles, re-worked flares, and more)!
 



 

Edited by josuenos
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Hi, hello KSP community. Speaking for myself here, but I hope it'll be welcome words by the rest of the team.

While I've many words to say about the current team's fantastic work on BDA+ and the interesting story behind it all, for now I'd like to partially apologize for the continuous delay of getting this "officially" out on the forums. I do hope Scott Manley's Runway Project series has gotten enough word out about the existence of this version of BDA  for the past uhhhh 2 years.

Anyways, do enjoy the greatly improved explosive combat experience brought to everyone by our excellent team behind BDA+, and know that the current state of the mod and the dev team is such that it will continue receiving updates and new features for the forseeable future.

Do also visit a number of active BDA communities if you're interested also, the mod is still very alive and well.

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!! Installation Notes !!
Users upgrading from BDAc will want to delete their prior BDA install from /GameData, not just copy-pasting the new version over the old install.
Users who have the BDA Team Icons mod installed will want to uninstall it; Team Icons has been integrated into BDA+

Edited by SuicidalInsanity
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  On 7/23/2022 at 9:53 PM, DocNappers said:

lLkr94C.png

...

...

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

 

Expand  

Congrats on the Post!  Good to see you here, and it helps the community understand all the hard work that has been continued off of BDAc and the Runway Project work.  My current work with BDAc is only to maintain compatibility with KSP, and it is doubtful that additional features will be added.   I will definitely dive into the code base.  If there is anything I can do to assist, let me know, though it certainly looks like your team has things well in hand.  :D 

 

I will update my OP with a proper redirect to this thread.

Edited by Papa_Joe
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And now, for the first question: I want to reduce sympathetic detonations on ballistic missiles and bombs, but MM patches to increase their health are nonfunctional. The patches seem to be applying in KSP.log and they’re tagged with FINAL, but are not going through. I assume HP for them is hard capped somewhere? 

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  On 7/24/2022 at 4:11 AM, Sidestrafe2462 said:

And now, for the first question: I want to reduce sympathetic detonations on ballistic missiles and bombs, but MM patches to increase their health are nonfunctional. The patches seem to be applying in KSP.log and they’re tagged with FINAL, but are not going through. I assume HP for them is hard capped somewhere? 

Expand  

Yeah, missiles (including bombs and torpedoes) are fixed at 5HP and 2 armour in HitpointTracker.cs.

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  On 7/28/2022 at 11:28 PM, ShuttleCSidemount said:

Hey I'm kind of new to this mod but any tips on getting the AI to fire at you/each other?  They lock on just fine with missiles, but neither party fires until I manually do so.  Thanks.

Expand  

Well, first I'd recommend joining a discord server of one of the communities that uses BDArmory a lot (like Runway Project, discord link in the description, season 5 shouldn't be too far away now; there are other communities, but I don't have links for them) and asking for help there to get more real-time and detailed responses for this type of question. Also, the wiki may be helpful.

There are many tunable settings for configuring how your plane will use its weapons, but generally, with guard mode (the 'G' in the vessel switcher window) enabled the AI will prefer to use more damaging missiles over guns when it can but will switch to firing guns when they're within range, aiming correctly and it considers them a better option. For fixed weapons (i.e., not turrets or missiles) you'll want to make sure that they're fairly closely aligned with the direction your plane flies (use F2 in the SPH to check this).

 

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请问关于新版BDA我们有没有相应的教程啊?比如说新BDA更新了目标指示UI导致我在使用其他载具时会在画面上看见黄色目标方向指示条,这个功能该怎么关闭啊?我只想在空战的时候用而不是发射火箭的时候看见。

Do we have any corresponding tutorials for the new version of BDA? For example, the new BDA has updated the target indication UI, so that when I use other vehicles, I will see a yellow target direction indicator bar on the screen. How to turn off this function? I only want to see it in air combat, not when launching rockets.

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  On 7/29/2022 at 2:40 PM, Aaron11 said:

请问关于新版BDA我们有没有相应的教程啊?比如说新BDA更新了目标指示UI导致我在使用其他载具时会在画面上看见黄色目标方向指示条,这个功能该怎么关闭啊?我只想在空战的时候用而不是发射火箭的时候看见。

Do we have any corresponding tutorials for the new version of BDA? For example, the new BDA has updated the target indication UI, so that when I use other vehicles, I will see a yellow target direction indicator bar on the screen. How to turn off this function? I only want to see it in air combat, not when launching rockets.

Expand  

Those indicators are from Team Icons, which got merged into BDA+ a while ago. The menu icon looks like this: Icon.png and the bars are the "Offscreen Icon Pointers".

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  On 7/29/2022 at 8:02 AM, DocNappers said:

Well, first I'd recommend joining a discord server of one of the communities that uses BDArmory a lot (like Runway Project, discord link in the description, season 5 shouldn't be too far away now; there are other communities, but I don't have links for them) and asking for help there to get more real-time and detailed responses for this type of question. Also, the wiki may be helpful.

There are many tunable settings for configuring how your plane will use its weapons, but generally, with guard mode (the 'G' in the vessel switcher window) enabled the AI will prefer to use more damaging missiles over guns when it can but will switch to firing guns when they're within range, aiming correctly and it considers them a better option. For fixed weapons (i.e., not turrets or missiles) you'll want to make sure that they're fairly closely aligned with the direction your plane flies (use F2 in the SPH to check this).

 

Expand  

Thanks.  

I do have another problem now, though.  I was flying a pair of fighter jets from one airbase to another, and halfway there,  KSP suddenly switched to the "enemy" jets.  I tried to switch back to the original planes but they had disappeared.  The "enemy" jets also spawned 20 kilometers into the air.  

Any tips?

 

g2hcs4q.png

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  On 7/29/2022 at 7:52 PM, ShuttleCSidemount said:

Thanks.  

I do have another problem now, though.  I was flying a pair of fighter jets from one airbase to another, and halfway there,  KSP suddenly switched to the "enemy" jets.  I tried to switch back to the original planes but they had disappeared.  The "enemy" jets also spawned 20 kilometers into the air.  

Any tips?

Expand  

If a vessel flies beyond the range of what's set in the PRE from the active vessel then KSP unloads it, or conversely if something flies into that range from outside it, KSP will load it and often switch to that vessel. Basically the PRE distance needs to be set to the largest range you're going to be operating on, but be aware that the larger it is, the more work KSP has to do.

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  On 7/31/2022 at 8:40 PM, Plutron said:

I was wondering if there was a tutorial somewhere on how to do the waypoint gamemode? My plane always seems to fail to spawn.

Expand  

There's currently a couple of bugs for waypoint mode that'll be fixed in the next release.

  1. The teams slider in the spawning options needs to be set to FFA to pick the right vessels (which is probably the issue you're having).
  2. The waypoint altitude slider isn't affecting the waypoint altitudes (so it's using whatever is in BDArmory/PluginData/Waypoint_locations.cfg, 3rd value in each tuple).

Additionally, if you're running more than a single craft at a time, then you'll want the "Spawning Distance" to be fairly small so they start out close together.

There isn't any tutorial, but this video should give you a reasonable idea on how to use it.

 

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  On 8/1/2022 at 11:26 AM, DocNappers said:

There's currently a couple of bugs for waypoint mode that'll be fixed in the next release.

  1. The teams slider in the spawning options needs to be set to FFA to pick the right vessels (which is probably the issue you're having).
  2. The waypoint altitude slider isn't affecting the waypoint altitudes (so it's using whatever is in BDArmory/PluginData/Waypoint_locations.cfg, 3rd value in each tuple).

Additionally, if you're running more than a single craft at a time, then you'll want the "Spawning Distance" to be fairly small so they start out close together.

There isn't any tutorial, but this video should give you a reasonable idea on how to use it.

 

Expand  

Thanks for the help! Unfortunately it still doesn't work. It teleports my camera to the canyon and says it is spawning a craft at 1000m but it always ends with "failed to spawn [craft name]". I'm gonna experiment some more and see if I can get it working

 

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