This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
This mod is a work in progress. The newest update contains many new features and systems, so you will likely find issues with the new stuff, or find that things that used to work no longer work. Please kindly report issues in a thorough manner. Thanks.
Copy the BDArmory folder from the zip file's GameData folder into your GameData folder.
(Source on GitHub)
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Features:
Released on 2016-04-23
v0.11.0.1 = Fixes = - Fix error spam when no weapon is selected
v0.11.0 = Compatibility = - General compatibility for KSP 1.1 - Loading shaders with asset bundle loader
= Fixes = - Fix incorrect tracer width in far camera with Scatterer - Fix short bursts when firing in barrage with trigger armed - Fix barrage on multi-barrel weapons - Fix particle emission force being ovewritten in explosions - Fix possible error on airborne guard with no AI pilot
Released on 2016-02-29
= Fixes =
Fixed landed guards not attacking AI pilots
Fixed competition distance being clamped while editing it
Released on 2016-02-29
= AI Improvements by ferram4 =
AI will call for help from nearby friendlies when under fire using a new SetOverrideTarget system
AI will try to maneuver in the vertical when turning on opponents, generally deciding whether to go up/down based on whether they are under possible threat from the current target
AI will evade guns by trying to break in towards the threat and make themselves the most difficult target possible
AI will try to extrapolate the motion of targets based on how long it will take them to turn around
AI will extend somewhat further when they are set to extend, which makes it more effective in gunfights and generally results in a less steep climb when they do, so they're not as helpless.
AI will switch to a target ahead while extending
AI will check safety of team mates before firing
AI more likely to take high-deflection shots
Tweaks to g-limiting behavior
= New =
= Changes =
Improved AI pilot missile avoidance
Increased guard fire duration to 3/4 of fire interval
= Fixes =
Removed debug entries for gun index
Fixed radar on decoupled vessels
Fixed TGP camera when multiple are enabled
Fixed rate of fire for barrage firing guns faster than framerate (ferram4)
Fixed AI pilot collision avoidance interfering with missile evasion
Fixed GUI (reticles etc) disappearing when opening/closing map view
Fixed GUI line displaying incorrectly when one point is behind camera
Released on 2016-02-24
= New =
Salvo/Barrage toggle for guns
New missile exhaust effects
Missile exhaust prefabs (for modders)
= Changes =
Improved AI pilot aiming
Improved AI pilot roll behavior
Improved AI pilot 'regain energy' behavior
= Fixes =
Fixed auto cycling active radar lock when launching missile
Fixed gun audio when fire is stopped via weapon safety check
Fixed gun reticle when stopped via safety check
Fixed gap in gapless particle emitter
Fixed incorrect acceleration calculation in pilot speed controller
Released on 2016-02-20
v0.10.3.2
= Changes =
= Fixes =
Fix competition issues again
Fixed radar animation on track-only radar
Fixed fire animation on low RoF guns
Hid debug listing of radar contacts
Released on 2016-02-19
v0.10.3.1
= Changes =
Improvements to AI Pilot handling of underpowered/slow planes
A few behaviors added to help conserve energy
= Fixes =
Fixed issue with competition mode sometimes causing a team's setup destination to be underground
Fixed issue with compeition modes sometimes causing two teams to never be far enough apart to start battle
Fixed competition mode not ending on revert/scene switch
Fixed crosshair cursor showing when switching to vessel without weaponManager
Fixed incorrect team being displayed on weaponManager in editor
Fixed AI Pilot rolling into bombs after dropping
Fixed non-stop wobble of bombs in FAR
Fixed unable to close missile turrets in editor
Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired (for real this time)
AI Pilot speed controller takes thrust limiter into account for calculations
Released on 2016-02-18
Full information on the forum post.
v0.10.3
= New =
- Predictive mid-air collision avoidance for AI Pilot
- Competition mode
- Compatibility with assembly dependency
- Compatibility with BDA Vessel Switcher
- AI Pilot improvements by ferram4
- - G-limiter
- - AoA limiter
- - Dynamic minimum altitude adjustment (plane pulls out of dive earlier if needed)
= Changes =
- Guards will reset fire cycle and switch weapons if current gun has overheated
- Optional "activeMissileOnly" (bool) in MissileTurret module
- Increased radar sensitivity
- Decreased AIM-120 and AIM-9 static launch ranges
- Increased AGM min launch ranges
- Allow guard to use beam riding type missile (TOW)
- AI will do wide scan instead of focusing on target if extending to help prevent easy kill
- AI Evasive improvements
- - Fly to beam incoming missiles detected on rwr or visually
- - Fly to break away from incoming fire (instead of flying random directions)
= Fixes =
- Disabled firing with trigger when in guard mode
- Fixed AI Pilot aiming when attempting lock with heat-seeker
- Fixed Rotary Rail symmetry and rail count persistance issues (you may need to readjust the rail on your crafts)
- Fixed guard's final launch authorization to use missile DLZ instead of arbitrary values
- Fixed incorrect screen message when guard selects "none"
- Delay turret reverse deploy animation for firePauseTime to prevent closing on last missile fired
Released on 2016-02-17
v0.10.2.1
= Fixes =
Fixed typo in AGM-86C cruise missile description (should say GPS guided)
Disabled 'Remote firing' option by default
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.