BDArmory

License: CC-BY-SA 2.0

Game Version: 1.1

Downloads: 150,092

Author: BahamutoD

Mod Website: Forum Thread

Support this mod: Donate

Followers: 423

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Information Changelog Stats

DISCLAIMER

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.

Installation :

Copy the BDArmory folder from the zip file's GameData folder into your GameData folder.

If updating, please remove your old BDArmory folder before extracting.

(Source on GitHub)

Do you enjoy this mod and would like to support the developer? Consider donating! Thank you!

Documentation

BDArmory Wiki (new!)

  • This long overdue, but it has just been started so there are only a few pages so far. If you know some things about BDArmory and would like to help fill it out, please feel free to do so. It would be greatly appreciated!
Info on Competition Mode

Useful Tools

Features:

  • Aim and fire turrets with your mouse
  • Radar guided and heat seeking missiles
  • Cruise Missiles
  • Countermeasures
  • Rocket pods
  • Bombs
  • Cannons and artillery
  • Lasers
  • Explosions
  • Recoil
  • Bullets physics
  • Firing mechanism cut-off if the gun is pointed at your own vessel.
  • Highly configurable.
  • Configure AI guards to fight against

Version 0.11.0.1 for Kerbal Space Program 1.1

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

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Version 0.10.4.1 for Kerbal Space Program 1.0.5

Released on 2016-02-29

= Fixes =

  • Fixed landed guards not attacking AI pilots

  • Fixed competition distance being clamped while editing it

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Version 0.10.4 for Kerbal Space Program 1.0.5

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 =

  • Added Bahamuto Dynamics agency (Shuudoushi)

= 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

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Version 0.10.3.3 for Kerbal Space Program 1.0.5

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

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Version 0.10.3.2 for Kerbal Space Program 1.0.5

Released on 2016-02-20

v0.10.3.2

= Changes =

  • When multiple radars are linked and one loses lock, the one of the others will attempt to take over

= 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

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Version 0.10.3.1 for Kerbal Space Program 1.0.5

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

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Version 0.10.3 for Kerbal Space Program 1.0.5

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

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Version 0.10.2.1 for Kerbal Space Program 1.0.5

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

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