LORDPrometheus Posted October 21, 2015 Share Posted October 21, 2015 Hey, Anybody know how to make the rockets in the rocket pods guided? Trying to make a kind of a micro-missile thing, similar to the CFA-44's ADMM system from ace combat.rocket pods do not fire missiles and they cannot be made to do so Link to comment Share on other sites More sharing options...
FungusForge Posted October 21, 2015 Share Posted October 21, 2015 So I went and made some configs for Mk81-84 bombs, including the Snake eye and Jdam (which took a bit more trial and error).Just throw the folder into Gamedata and the configs should go where they are needed.Link Link to comment Share on other sites More sharing options...
minepagan Posted October 21, 2015 Share Posted October 21, 2015 So I went and made some configs for Mk81-84 bombs, including the Snake eye and Jdam (which took a bit more trial and error).Just throw the folder into Gamedata and the configs should go where they are needed.LinkAnd they do....what?- - - Updated - - -Apparently the Oerlikon 20mm looks like this: http://navweaps.com/Weapons/WNUS_2cm-70_mk234_gun_diagram_pic.jpgAnd is used on AA batteries like that, maybe with a shield on the front. Anybody know of a weapons pack/have ability to add one of these?Try NAS:http://forum.kerbalspaceprogram.com/threads/131605-WIP-1-0-4-NAS-Naval-Artillery-System-0-2-2-(a-BDArmory-Addon)-Old-Empires-Oct-8 Link to comment Share on other sites More sharing options...
FungusForge Posted October 21, 2015 Share Posted October 21, 2015 (edited) And they do....what?BDA only comes with the Mk82 bomb, Mk82 SnakeEye, and Mk83 JDAM. I went and made configs for the 250lb (Mk81, Mk81 SnakeEye, Mk81 JDAM) 500lb (Mk82 JDAM) 1000lb (Mk83, Mk83 SnakeEye) and 2000lb (Mk84, Mk84 SnakeEye, Mk84 JDAM) bombs as well.Basically they are smaller and bigger versions of the provided bombs. Edited October 21, 2015 by FungusForge Link to comment Share on other sites More sharing options...
V8jester Posted October 21, 2015 Share Posted October 21, 2015 Hey does anyone know if there is a way to place a part using a BDArmory plugin in a different Tab? Trying to fix a duplicate scenario when combining BD Plugins with KIS plugins.And hey FungusForgeAnother idea is just use Tweakscale so you don't have so many different kinds of bombs in your parts list. That's what I do. Link to comment Share on other sites More sharing options...
FungusForge Posted October 21, 2015 Share Posted October 21, 2015 I don't even think tweakscale can modify the blast radius and power of the bombs, and if it does (similarly to why I don't like Tweakscale) I doubt it would do so in a balanced fashion. And if I wanted to carry multiple sizes (e.g. 1 Mk82 and 2 Mk81's) they would queue in the Weapons manager as the same weapon. Which could result in dropping the heavier bomb on the light target, or dropping the light bombs on the heavier target, which is unnecessary frustration. Link to comment Share on other sites More sharing options...
Aerolfos Posted October 22, 2015 Share Posted October 22, 2015 Try NAS:http://forum.kerbalspaceprogram.com/threads/131605-WIP-1-0-4-NAS-Naval-Artillery-System-0-2-2-(a-BDArmory-Addon)-Old-Empires-Oct-8Hm indeed. It has the turrets, but I was more looking for a radial type, similar to the howitzer (The only radial that attached to the back, all others are side-mounted. Except Oerlikon which is turret only)Basically for mounting 20mm flak / AA / autocannons on IFVs and similar. Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted October 22, 2015 Share Posted October 22, 2015 This is one of my favorite mods. I've made multiple landships with this... Link to comment Share on other sites More sharing options...
Kagame Posted October 23, 2015 Share Posted October 23, 2015 (edited) Alright, I've got some feature requests, covering a wide range of applications:SHIPS!-Please extend the Visual Range slider to 10km. I know, that seems insane, but I've been working with Fengeist's Maritime Pack, and 10km is nominal engagement range, especially for big fat battleships. 3.5km is knife-fighting distance for ships- if I leave them on guard mode, they'll start attacking with their AAA because their big guns don't depress that far!-Surface radar. Again, it's a requirement for ships, but it also works with the Exocet missile that harpwner is developing, and would probably serve better as a guidance mode for most of the heavy anti-materiel stuff that LORDPrometheus has.- Battery Fire for anything with more than 1 type of cannon. Fires all guns in a user-determined group, spaced apart, so you can get that kick-butt volley effect.Guard Mode/AI Improvements for Aircraft:-"RIO mode": Fires countermeasures, locks targets, but leaves weapon choice and firing authority to the pilot.- Instead of activating airbrakes (if present) once the maximum speed is reached, please make it default to climb. Energy management is key in any dogfight, and airbrakes just waste it.-New slider: Operational Ceiling. We can already avoid one of the edges of atmosphere (the ground), but we also need to set how much of space we want to avoid.- Try talking to the guy that did Pilot Assistant and see if you guys can share code. He's got some wonderfully made damping and axis/heading/airspeed/well everything control that benefits from a much longer time in development than the BDArmory stuff. With your AI filtered through Pilot Assistant, that would remove many of the headaches that tournament users get from the damping and sudden random stalling.Weapons Rebalancing:- .50 cal twin turret seems way too powerful- it will take out an aircraft within a half a second. Nerf again, please. That or add a 7.62mm or .303 turret with even less power to fulfill the "token anti-aircraft armament" slot for tanks.- .50 cal M2 single fixed is way too heavy. Try .05 tons.-The Goalkeeper CIWS seems to miss a lot. -Lasers need a buff or a "collimated" version with multiple barrels. Check out to see some real lasers in action- they're much more powerful than their BDArmory counterparts. It's also pretty funny to see ads produced by the military-industrial complex, anyways..... such a tiny, tiny target market! =P-Category orphan: It would be very nice if the FLIR ball could bind to both buttons for up/down/left/right or an axis on a joystick. Flightsticks have a hat switch that's just perfect for that sort of thing.That's all for now. Thanks for making an excellent plugin that's become the world standard for KSP weapons integration. Edited October 23, 2015 by Kagame Sometimes I don't make sense. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted October 23, 2015 Share Posted October 23, 2015 Alright, I've got some feature requests, covering a wide range of applications:SHIPS!-Please extend the Visual Range slider to 10km. I know, that seems insane, but I've been working with Fengeist's Maritime Pack, and 10km is nominal engagement range, especially for big fat battleships. 3.5km is knife-fighting distance for ships- if I leave them on guard mode, they'll start attacking with their AAA because their big guns don't depress that far!Just go into the CFG for the weapon manager and you can change it in there.- Battery Fire for anything with more than 1 type of cannon. Fires all guns in a user-determined group, spaced apart, so you can get that kick-butt volley effect.Go back a few pages and you can see this has been requested many times.- Try talking to the guy that did Pilot Assistant and see if you guys can share code. He's got some wonderfully made damping and axis/heading/airspeed/well everything control that benefits from a much longer time in development than the BDArmory stuff. With your AI filtered through Pilot Assistant, that would remove many of the headaches that tournament users get from the damping and sudden random stalling.I believe Baha can handle it on his own.- .50 cal M2 single fixed is way too heavy. Try .05 tons. -Lasers need a buff or a "collimated" version with multiple barrels. Check out to see some real lasers in action- they're much more powerful than their BDArmory counterparts. It's also pretty funny to see ads produced by the military-industrial complex, anyways..... such a tiny, tiny target market! =PBoth of these topics are known also.-Category orphan: It would be very nice if the FLIR ball could bind to both buttons for up/down/left/right or an axis on a joystick. Flightsticks have a hat switch that's just perfect for that sort of thing.He said he will try to incorporate that in the next update. Link to comment Share on other sites More sharing options...
BahamutoD Posted October 23, 2015 Author Share Posted October 23, 2015 Hey guys, just stopping by to let you know I'm still alive.More importantly, I quickly wrote a little tool to help you guys set up battles.Check out Vessel Mover.As mentioned before, I'll be paying more attention and working on BDA after KSP 1.1 comes out, unless I need to fix something for 1.0.5. Thanks for your patience! Link to comment Share on other sites More sharing options...
Bluejay0013 Posted October 23, 2015 Share Posted October 23, 2015 (edited) Hey guys just a heads up there is a new mod for KSP made by Baha called VesselMover Check it out here-----> EDIT: Baha beat me to it Edited October 23, 2015 by Bluejay0013 Link to comment Share on other sites More sharing options...
FungusForge Posted October 23, 2015 Share Posted October 23, 2015 Hey guys, just stopping by to let you know I'm still alive.More importantly, I quickly wrote a little tool to help you guys set up battles.Check out Vessel Mover.As mentioned before, I'll be paying more attention and working on BDA after KSP 1.1 comes out, unless I need to fix something for 1.0.5. Thanks for your patience!Boredom, the ultimate motivator. Link to comment Share on other sites More sharing options...
tetryds Posted October 23, 2015 Share Posted October 23, 2015 Hey guys, just stopping by to let you know I'm still alive.More importantly, I quickly wrote a little tool to help you guys set up battles.Check out Vessel Mover.As mentioned before, I'll be paying more attention and working on BDA after KSP 1.1 comes out, unless I need to fix something for 1.0.5. Thanks for your patience!This is amazing, BAD-T battlegrounds at a whole new level. Link to comment Share on other sites More sharing options...
EnderMandias Posted October 24, 2015 Share Posted October 24, 2015 Guys i made this for the M1 Abrams turret to sit on.It's done in sketchup, how do I import it into KSP?http://i.imgur.com/ENnZe1n.pngIf you would be so kind as upload this to the forums to download because i know a lot of people, myself included, would love to get their hands on as well as tinker with this well made tank chassis. Link to comment Share on other sites More sharing options...
Thatdude253 Posted October 24, 2015 Share Posted October 24, 2015 Hey guys, just stopping by to let you know I'm still alive.More importantly, I quickly wrote a little tool to help you guys set up battles.Check out Vessel Mover.As mentioned before, I'll be paying more attention and working on BDA after KSP 1.1 comes out, unless I need to fix something for 1.0.5. Thanks for your patience!A) That's freakin awesome Good to know your not dead Link to comment Share on other sites More sharing options...
129828 Posted October 24, 2015 Share Posted October 24, 2015 With the new star wars movie coming 'soon' I am hoping for someone to make a few star-wars based weapons, like the anti-vehicle turrets of the rebellion or blasters from the AT-AT or AT-ST.Or simple Particle cannons from the X-wings or photon torpedos (just rockets that give a lot of light)I can do it myself because i cant model Link to comment Share on other sites More sharing options...
Naten Posted October 24, 2015 Share Posted October 24, 2015 How come all of the bombs explode at once for me? It seems like once one hits the ground, the blast radius sets them all off. I'll check again in a second.Also, is there a way I can hold down the "Fire" button to release bombs quickly? Like for carpet bombing? Is this the Ripple effect, and if so, how do I use it? Link to comment Share on other sites More sharing options...
sashan Posted October 24, 2015 Share Posted October 24, 2015 How come all of the bombs explode at once for me? It seems like once one hits the ground, the blast radius sets them all off. I'll check again in a second.Also, is there a way I can hold down the "Fire" button to release bombs quickly? Like for carpet bombing? Is this the Ripple effect, and if so, how do I use it?Try dropping them with larger interval.As for ripple - click on it to enable it, set RPM of how much bombs per minute are you going to drop, then press and hold fire button. Don't forget to disable it when you switch to missiles Link to comment Share on other sites More sharing options...
Aerolfos Posted October 25, 2015 Share Posted October 25, 2015 Try dropping them with larger interval.As for ripple - click on it to enable it, set RPM of how much bombs per minute are you going to drop, then press and hold fire button. Don't forget to disable it when you switch to missiles I believe you have to hit the "armed" button and hold down the gun/cannon fire key (Left mouse button by default), and hence not the weapon manager fire. It may work without arming and with holding the missile fire key, but I know for sure the ripple+armed works.Also, carpet bombing works fine with just assigning the weapon manager "Fire" to 1, then just spamming 1 when over(-ish) the target. Link to comment Share on other sites More sharing options...
Naten Posted October 25, 2015 Share Posted October 25, 2015 I tried the ripple feature using the Fire button and with the trigger armed. It worked, thanks for that!However, the bombs still all explode at once. I tried dropping them at a slower interval, but they still all exploded once the first hit the ground, and they exploded up the "chain" of bombs up to my bomber... and... I'm using FAR, if that has anything to do with it. What could be causing this? Or is this normal? Last I checked, dropping multiple bombs didn't result in a very, very large airburst. Link to comment Share on other sites More sharing options...
sashan Posted October 25, 2015 Share Posted October 25, 2015 I tried the ripple feature using the Fire button and with the trigger armed. It worked, thanks for that!However, the bombs still all explode at once. I tried dropping them at a slower interval, but they still all exploded once the first hit the ground, and they exploded up the "chain" of bombs up to my bomber... and... I'm using FAR, if that has anything to do with it. What could be causing this? Or is this normal? Last I checked, dropping multiple bombs didn't result in a very, very large airburst.Never had such problem. Which bombs are those? THe fact that they explode just means that the distance between them is smaller than their blast radius. Link to comment Share on other sites More sharing options...
Kagame Posted October 25, 2015 Share Posted October 25, 2015 I tried the ripple feature using the Fire button and with the trigger armed. It worked, thanks for that!However, the bombs still all explode at once. I tried dropping them at a slower interval, but they still all exploded once the first hit the ground, and they exploded up the "chain" of bombs up to my bomber... and... I'm using FAR, if that has anything to do with it. What could be causing this? Or is this normal? Last I checked, dropping multiple bombs didn't result in a very, very large airburst.Try using a slower ripple. 650 RPM oughta do for missiles, but ~300-400 RPM is better for bombs. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted October 26, 2015 Share Posted October 26, 2015 I tried the ripple feature using the Fire button and with the trigger armed. It worked, thanks for that!However, the bombs still all explode at once. I tried dropping them at a slower interval, but they still all exploded once the first hit the ground, and they exploded up the "chain" of bombs up to my bomber... and... I'm using FAR, if that has anything to do with it. What could be causing this? Or is this normal? Last I checked, dropping multiple bombs didn't result in a very, very large airburst.Im experiencing the same problem without FAR. if you are going to ripple them set the ripple to 100. Yes its slow but so far its the only way to drop bombs without them exploding all at once. The bug is that instead of having them blow up individually the heat produced from it is recognized by all the parts in the blast area instead of just the intended targetsI posted this issue a while back but was completely ignored by everyone Link to comment Share on other sites More sharing options...
BahamutoD Posted October 26, 2015 Author Share Posted October 26, 2015 I know of the problem - when I updated the explosion damage code, I forgot to make it ignore the other bombs launched by the same vessel, like the older version did. I'll fix it when I get to it. Link to comment Share on other sites More sharing options...
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