This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
This is a continuation of BahamutoD's original BDArmory. The BDArmory Team is pleased to continue support of this fine mode in BahamutoD's absense. Please help us make this mod even better by supporting it providing feedback! Features:
Parts by other members: Direct any questions about these to the respective authors, not me
Released on 2017-11-04
Released on 2017-07-29
v0.3.0.0 Naval Combat Update
New DLL Changes - Full reinstall required!
BDArmory Core : modularization of systems and features to ease integration for other mod makers
Performance refactor and garbage collection improvements for better memory utilization
Adding new weaponClass - SLW - Ship Launched Weapon - intended to target surface vessels (splashed) and submarines (splashed and underwater)
weaponClass.SLW is set by missileType torpedo or depthcharge
New "Sonar" Implementation - If RWRThreatTypes is Sonar will not detect flying vessels, only surface ships and submersibles
MAX_ACTIVE_RADAR_RANGE & MAX_ENGAGEMENT_RANGE added to settings.cfg for more control over ranged combat
Updated checks for Landed and Splashed to be more accurate and account for sumbersibles
Renamed "Ground" engagement option to "Surface" to better reflect behavior
MM Patches updated for engagement options and torpedo types
Issue Reference #201 for Sonar, RWR Types, engagement Types, torpedo targeting
Increased Radar Range #170
Logic for Smart Targeting should correct #216
fixing issue with throttle mirroring when switching vessels
adding gaurd mode back to editor, Solves #156
Ballistic Missile guidance improvements
Terminal Guidance will switch back to GPS target if no radar target is found
Detonation damage code updated to correct for zombie missiles after OnCollision
Update of Test craft
Courtesy of SpannerMonkey BDA MK1 Sonar Pod Sting Ray BDA LightWeight Torpedo For a full complement of sonar,torpedos, depth charges and submarine parts see SMMarine
Notes on Naval Combat Features
Current implementation of "Sonar" reuses the current Radar code. Future state will have dedicated windows and naming convention Activating a "Sonar" pod still says "Activate Radar" A Sonar is defined by setting the rwrThreatType = 6 Sonar rules Will only detect vessels that are underwater (> 20meters) Sonar will not function if vessel is in flight Sonar does not detect "Landed" vessels, only splashed Normal Radar does not detect underwater vessels, still detects "Splashed" i.e. Boats Engagment type "SLW" only targets underwater (submarines) and Splashed (Boats) As always, BDA need PhysicsRangeExtender to work properly: https://github.com/jrodrigv/PhysicsRangeExtender/releases
Released on 2016-11-03
v0.11.1.5 - Ready for KSP 1.2.1 - New feature: Bullets penetration system. - New feature: KSPedia integration. - New parts: Goalkeeper Mk1 and Mk2 - legacy textures. - AI improvements: for air-ground missiles, prevent firing full complement at once (respect maxMissilesTarget). - AI improvements: prevent gps guided missiles being used on air targets/incoming missiles. - AI improvements: improve selection of AA missiles/guns against incoming missiles. - Missile cost rebalance.
v0.11.1.4 (not released) - Ready for KSP 1.2 - Shaders and asset bundle. Fixes Git issue #47 and partially #48 - Fix for weapons freezing when firing. Git Issue #49
v0.11.1.3beta - Updated to be compatible with KSP 1.2. (Prerelease only) - Add window persistence. Remember where I put my windows, darn it! Git Issue #13 - Partial implementation. - Fix reload sounds on M1Abrams and M102 parts. Git Issue #39 - Fix missing weapon icon in staging part list. - Fix missing reload bar next to icon. - Fix missing heat guage next to icon.
Released on 2016-08-05
Released on 2016-08-02
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