leopardenthusiast Posted January 27, 2015 Share Posted January 27, 2015 Is This Comming out for 0.90?It already works in 0.90! Just install the latest version normally. Link to comment Share on other sites More sharing options...
teepee2345 Posted January 27, 2015 Share Posted January 27, 2015 nice to see you back BD! im guessing your return flight's pilot wasn't a kerbal XD Link to comment Share on other sites More sharing options...
Hodo Posted January 27, 2015 Share Posted January 27, 2015 nice to see you back BD! im guessing your return flight's pilot wasn't a kerbal XDOr at least not Jeb.Granted Jeb would have got him back faster... but his chances of survival maybe a bit less than 1 in 5. Link to comment Share on other sites More sharing options...
Bully056 Posted January 28, 2015 Share Posted January 28, 2015 Or at least not Jeb.Granted Jeb would have got him back faster... but his chances of survival maybe a bit less than 1 in 5.Isn't 1 in 5 a Bit Generous? Link to comment Share on other sites More sharing options...
tetryds Posted January 28, 2015 Share Posted January 28, 2015 Guys, topic.Btw, BahamutoD, what are the features you plan to add on the next updates? Link to comment Share on other sites More sharing options...
DYo12234 Posted January 28, 2015 Share Posted January 28, 2015 I've been having problems with BDarmory, I have VentZer0's JDAMs, Mk84s and AIM-54 and Spanner's boomsticks installed and the cluster bomb, the mk82 bomb and the mk84 bomb are missing. I did not delete them or anything. It seems to come back when I install Kerbinside.Can someone help me with this problem? Link to comment Share on other sites More sharing options...
Dakota2063 Posted January 28, 2015 Share Posted January 28, 2015 I've been having problems with BDarmory, I have VentZer0's JDAMs, Mk84s and AIM-54 and Spanner's boomsticks installed and the cluster bomb, the mk82 bomb and the mk84 bomb are missing. I did not delete them or anything. It seems to come back when I install Kerbinside.Can someone help me with this problem?Read earlier posts, but it sounds like you need to remove the space from the file name. Currently there is a space right after the bomb name but before the .cfgI had the same issue where I had it working and made planes with them, then the next time I loaded up, they were missing and I could fly the planes. Link to comment Share on other sites More sharing options...
stryker2279 Posted January 28, 2015 Share Posted January 28, 2015 Lol! I just realized something! Dude, bahamutod, you missed a lot! Have you heard? You've been gone long enough that they moved out of the dark ages and into a period of enlightenment; BETA!!!!!1!1!11!!!! Whatever you have cooking in that amazing mind of yours must be published for such a momentus occasion, as tribute to the almighty space kraken, so that it may never beseech our crafts again, it's appetite sated.(at least until 1.0 hits, which is right around the corner I hear) Link to comment Share on other sites More sharing options...
Damaske Posted January 28, 2015 Share Posted January 28, 2015 I've been having problems with BDarmory, I have VentZer0's JDAMs, Mk84s and AIM-54 and Spanner's boomsticks installed and the cluster bomb, the mk82 bomb and the mk84 bomb are missing. I did not delete them or anything. It seems to come back when I install Kerbinside.Can someone help me with this problem?There is a space in the name of the mk82, and mk84 bomb that is making the game go " I don't see you!" and thus not putting those bombs in the rightful place. I'll get an update pushed out here soonâ„¢ as with use a more commonly used file share site, maybe get me own (ewww) curse or even kerbalspace account. Link to comment Share on other sites More sharing options...
S1lent Posted January 28, 2015 Share Posted January 28, 2015 Hey, I think this mod need AA Flak guns like the 8,8 cm flak 18 and The Bofors and maybe add some AT weapons like the Pak 40. Link to comment Share on other sites More sharing options...
eeveelution Posted January 28, 2015 Share Posted January 28, 2015 Hey, I think this mod need AA Flak guns like the 8,8 cm flak 18 and The Bofors and maybe add some AT weapons like the Pak 40. BD said he wants to focus on modern weapons, but I think that a WW2 Pack would be great! Link to comment Share on other sites More sharing options...
Bully056 Posted January 29, 2015 Share Posted January 29, 2015 Wouldn't Mind him Adding a MOAB or even a Short Range Ballistic Missile like the OTR-21 Tochka or the MGM-140 ATACMS. Link to comment Share on other sites More sharing options...
Greenleaf223 Posted January 29, 2015 Share Posted January 29, 2015 I really like your plugin, any chance for Kerbal infantry weapons? Things like shoulder fired anti tank/air missiles and assault rifles would be cool. I've always wanted to do this with Kerbal Attachment, but I don't really have the moding skill.Have an awesome day, Greenleaf223 Link to comment Share on other sites More sharing options...
Motokid600 Posted January 29, 2015 Share Posted January 29, 2015 I'm still running .25 so if I use this could I switch to my spent stages and land them? Could it work with mechjeb? Sorry if you get this alot. I use to use the Lazor System to extend the trajectory. It always worked fairly well for me, but if I switched back to a craft using the {} keys it'd explode. Switching from the map menu gave it a better chance. Loved being able to watch my rockers fly away. Link to comment Share on other sites More sharing options...
bartekkru99 Posted January 29, 2015 Share Posted January 29, 2015 I've came up with four ideas for BDA:Modular pods with FFAR rockets. Basically you have squere pods in 4 different sizes (1x1, 2x2, 3x3, 4x4), You can freely join them together with attaching nodes on their sides to make bigger pods using the smaller ones. You could also make it like you did with misslie rails and landing gear, you can tweak the size by right clicking on it. Also modular rocket pods would be very helpful if you want to do missile artileryhttp://3.bp.blogspot.com/_pPsuc9rvU4Y/TE9VQ60uNII/AAAAAAAABzw/LDn2P86haWo/s1600/DSCF4471.JPGAlso missiles like Hellfire and Maverick should be guided with mouse cursor (laser beam).Vulcan and m230 should be less accurate and less effective against fast moving aircraftCan you make a separate thread wor suggestions?Also some new weapons suggestions:Mentioned earlier FFAR rockets.Rapier SAMMIM-23 Hawk SAM9M33 SAMBGM-71 TOW misileMK-77 Napalm bombW70 BombM270 MLRS missiles, that you could see on an imageBM-21 GradIt depends, I personally can't make a plane with FAR, that can go 2000m'sDid anyone noticed it a while ago? Link to comment Share on other sites More sharing options...
teepee2345 Posted January 29, 2015 Share Posted January 29, 2015 i think that the next step is the Phalanx CIWS. Link to comment Share on other sites More sharing options...
King_komodo93 Posted January 29, 2015 Share Posted January 29, 2015 (edited) Did anyone noticed it a while ago?BD just got back patience he has yet to push out the quick update for the version number change.Though just going to say this before he does what's the difference between the SAM's you listed and using say a Sidewinder or AMRAAAM? On the FFAR rockets guessing they're BVR artillery rockets correct? Rather hard to do at his point because of physics range issues and such so until such time as there can be a larger physics range without bugs, such as the rendezvous velocity matching one, they're going to be a little bit hard to do. Same goes for the M270.I'm not sure how a napalm bomb would work in this game as there wouldn't bee much point to it in my eyes but not a definite no on that one. TOW missile would be the only missile guided by the mouse as the weapon manager act as a laser designator in all technicality so Mavericks and Hellfires which require a lock to fire wouldn't be guided with the mouse makes no sense. Vulcan makes sense, it's a minigun it fires around 2k to 3k RPM you can walk it in real easy plus accuracy increases exponentially at higher ROF's, M230 is new so he's probably working on that ones accuracy still, maybe.On the other ideas the BM-21 is a vehicle which I don't think BD includes in this so you'll need to build one yourself. W70 being nuclear, why you'd want one I have no idea, I would call a maybe at this point though I do recall someone working on that separately else where in the thread.Also BahamutoD an idea from my self the AS-6 Kingfish anti-ship missile seems like a good idea. The reason for it's suggestion is that it is unique among those types of missiles in that it does a "top attack" though looking at it further we may simply need an air launched variant of a Javelin to fill that role (fired, climbs to height X, flys over target, comes in vertically) due to physics range issues as the missile I've suggested has a range of about 430 mi. Edited January 29, 2015 by King_komodo93 Link to comment Share on other sites More sharing options...
bartekkru99 Posted January 29, 2015 Share Posted January 29, 2015 BD just got back patience he has yet to push out the quick update for the version number change.Though just going to say this before he does what's the difference between the SAM's you listed and using say a Sidewinder or AMRAAAM? On the FFAR rockets guessing they're BVR artillery rockets correct? Rather hard to do at his point because of physics range issues and such so until such time as there can be a larger physics range without bugs, such as the rendezvous velocity matching one, they're going to be a little bit hard to do. Same goes for the M270.I'm not sure how a napalm bomb would work in this game as there wouldn't bee much point to it in my eyes but not a definite no on that one. TOW missile would be the only missile guided by the mouse as the weapon manager act as a laser designator in all technicality so Mavericks and Hellfires which require a lock to fire wouldn't be guided with the mouse makes no sense. Vulcan makes sense, it's a minigun it fires around 2k to 3k RPM you can walk it in real easy plus accuracy increases exponentially at higher ROF's, M230 is new so he's probably working on that ones accuracy still, maybe.On the other ideas the BM-21 is a vehicle which I don't think BD includes in this so you'll need to build one yourself. W70 being nuclear, why you'd want one I have no idea, I would call a maybe at this point though I do recall someone working on that separately else where in the thread.Also BahamutoD an idea from my self the AS-6 Kingfish anti-ship missile seems like a good idea. The reason for it's suggestion is that it is unique among those types of missiles in that it does a "top attack" though looking at it further we may simply need an air launched variant of a Javelin to fill that role (fired, climbs to height X, flys over target, comes in vertically) due to physics range issues as the missile I've suggested has a range of about 430 mi.Mouse guided missiles are not that good idea, but for me there should be some better locking on system, it's hard to hit specific static target with hellfires and mavericks. I was testing my new VTOL gunship, I mounted some hellfires on it and started to shoot at satelite dishes at the tracking sation and despite the fact, that they were right in front of me the were almost always flying to the side. It would be grat if Paulo made some kind of fancy system to lock on static objects. Also it's too easy to shoot down aircroft just by double clicking at them. So there some new ideas for locking on system:Locking on target takes time depending on stealth capabilietes.Smaller aircraft will be harder to lock on them with radar missiles (AIM-120 AMRAAM) and after launching harder to hit.Higher thrust and temperature of parts will make an aircraft an easy target for heat-seeking missiles (AIM-9 Sidewinder).Laser guided missiles will not always be good at hitting darker targets? To lock on you need to hold cursor above the target for few seconds. Link to comment Share on other sites More sharing options...
tetryds Posted January 29, 2015 Share Posted January 29, 2015 A very simple lockon system like BF4 Igla and Stinger would work fine for BDArmory missiles.It would depend on the missile kind, since the only difference is that one requires constant locking on and the other is fire and forget you would not have issues switching between them while locking on/firing at all.I like the stealth idea, but KSP heat is still too bad for that, maybe with reentry heat they get a bit of work.But yeah, it could be a thing.About the mouse guided, they are good against ground and stationary units, no reason for them to not be implemented. Link to comment Share on other sites More sharing options...
King_komodo93 Posted January 29, 2015 Share Posted January 29, 2015 (edited) Mouse guided missiles are not that good idea, but for me there should be some better locking on system, it's hard to hit specific static target with hellfires and mavericks. I was testing my new VTOL gunship, I mounted some hellfires on it and started to shoot at satelite dishes at the tracking sation and despite the fact, that they were right in front of me the were almost always flying to the side. It would be grat if Paulo made some kind of fancy system to lock on static objects. Also it's too easy to shoot down aircroft just by double clicking at them. So there some new ideas for locking on system:Locking on target takes time depending on stealth capabilietes.Smaller aircraft will be harder to lock on them with radar missiles (AIM-120 AMRAAM) and after launching harder to hit.Higher thrust and temperature of parts will make an aircraft an easy target for heat-seeking missiles (AIM-9 Sidewinder).Laser guided missiles will not always be good at hitting darker targets? To lock on you need to hold cursor above the target for few seconds.This is where you TOW idea is one I support as it would follow the mouse, it just doesn't make as much sense that laser guided would be based off the mouse, which is a more visual lock type of system, when laser guided munitions (at least IRL ones) are fire and forget for the craft firing them. As for locking on targets that's governed by KSP itself BD's simply piggy backing off of that system of locks. Edited January 29, 2015 by King_komodo93 Link to comment Share on other sites More sharing options...
The Space Man Posted January 30, 2015 Share Posted January 30, 2015 I'm just hoping for something like a daisy cutter to be added to the mod Link to comment Share on other sites More sharing options...
bartekkru99 Posted January 30, 2015 Share Posted January 30, 2015 I'm just hoping for something like a daisy cutter to be added to the mod http://i.imgur.com/Dbyj8Et.jpghttp://i.imgur.com/JVkdgYI.jpgWould be nice if you could blace it on an ICBM :> Link to comment Share on other sites More sharing options...
Hodo Posted January 30, 2015 Share Posted January 30, 2015 Would be nice if you could blace it on an ICBM :>Why?When your typical ICBM can have up to 13 MIRV warheads each amounting to around 5MT of explosive force. Your smaller Trident ICBMs can mount 7 warheads and each can target a city and each can level several square miles. Link to comment Share on other sites More sharing options...
bartekkru99 Posted January 30, 2015 Share Posted January 30, 2015 Why?When your typical ICBM can have up to 13 MIRV warheads each amounting to around 5MT of explosive force. Your smaller Trident ICBMs can mount 7 warheads and each can target a city and each can level several square miles.But in KSP, I've tried to make ICBM with several cluster bombs and wasn't really powerful.- - - Updated - - -Oh and what about launching missiles with a right mouse button? Link to comment Share on other sites More sharing options...
CursoryRaptor15 Posted January 30, 2015 Share Posted January 30, 2015 But in KSP, I've tried to make ICBM with several cluster bombs and wasn't really powerful.Yeah, I tried something similar. It was absolutely effective... when it made a direct hit on the target. Maybe MechJeb and FAR don't get along. I'd consistently land within the KSC complex, but I usually wouldn't hit the specific building I was aiming for. The bombs would fan out (because I set several different decouple speeds), but it was never quite enough to blow more than two or three buildings at a time. Link to comment Share on other sites More sharing options...
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