BDArmoryContinued The original Weapons mod by BahamutoD, continued! /mod/867/BDArmoryContinued BDArmoryContinued for Kerbal Space Program Released v1.2.2.2

Recompiled for KSP 1.4.5



  • Increased maximum allowable missles per target to 18, up from 6.
  • Added EMP Module. Now Electromagnetic pulses exist in game that can disable electronics within the blast range.
  • Added 2 new EMP equipped missiles HellFire EMP, and AIM-120 EMP. Small pulse radius but demonstrates the feature.
  • Added 3 different sized EMP pulse FX, allows for additional sized pulse weapons.
  • Added Reloadable Missile Rail (ModuleMissileRearm. Now missile launchers can be reloadable! This module can be added to missile launcher designs to allow reloading. (code used with permission courtesy of @flywyx). Requires unity based modifications, normal rails will not function as reloadable unless additional transforms are added.
  • Added new standard resource High Explosive. Provides better matching of tntMass for balance.
  • Added an Ammo switcher feature (no more Firespitter required)
  • Added new Universal Ammo Box part that uses the new Ammo switcher feature. Old part remains for backawards compatability. Use the new part going forward. To remove the need for FireSpitter, replace existing Ammo Box parts with the new part on existing craft.
  • Improved sub categories for BDA parts. This helps with the clutter in the Editor under the BDA category.
  • Removed BDACategoryModule as a result of the BDA categories refactor. Existing craft may see a module not found warnings in the log. This will have no ill effects and can be safely ignored. Improved smoke effects for smoke canister launchers
  • Added new Jet engine based on the J-404. Licensed from KTech. (Thanks @TheKurgan, @SpannerMonkey(SMCE) & @XOC2008!)
  • Added new BDAc Test Drone MKIII craft, utilizing the new engine.
  • Added engagement rules to all missiles
Wed, 15 Aug 2018 04:45:00
BDArmoryContinued 1.0.0 for Kerbal Space Program Released

Sat, 04 Nov 2017 17:00:00
BDArmoryContinued for Kerbal Space Program Released 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

New Features

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

New Parts

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:

Sat, 29 Jul 2017 04:53:14
BDArmoryContinued v0.11.1.5 for Kerbal Space Program Released 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.

Thu, 03 Nov 2016 02:15:26
BDArmoryContinued for Kerbal Space Program Released v0.11.1.2

  • Fix sound issue with Hydra 70. Git Issue #1
  • Fix PAC Lag issue. Git Issue #3
Fri, 05 Aug 2016 03:42:35
BDArmoryContinued for Kerbal Space Program Released v-

  • Revert Assembly version back to 1.0. Some mods depend on the version number of the assembly when reflecting.
Tue, 02 Aug 2016 03:58:02
BDArmoryContinued for Kerbal Space Program Released v-.11.1.0

  • KSP 1.1.3 compatibility update.
  • Mod authorship change. Papa_Joe assumed coding support
Sat, 30 Jul 2016 18:13:47