Difference between revisions of "Parts/Utility/landingLegLT-2/landingLegLT-2.cfg"

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<pre>
+
{{Part config|LT-2 Landing Strut|2=PART
// Kerbal Space Program - Part Config
+
{
 +
name = landingLeg1-2
 +
module = Part
 +
author = Squad
 +
mesh = model.mu
 +
rescaleFactor = 1.25
 +
PhysicsSignificance = 0
 +
node_attach = 0.0, 0.4271562, 0.0632596, 0.0, 0.5735765, 0.819152
 +
TechRequired = advLanding
 +
entryCost = 4100
 +
cost = 340
 +
category = Ground
 +
subcategory = 0
 +
title = LT-2 Landing Strut
 +
manufacturer = Moving Parts Experts Group
 +
description = The LT-2 Landing Strut offers a heavy-duty method for planting yourself firmly on the ground, without the severe consequences that usually accompany planting yourself firmly on the ground.
 +
attachRules = 0,1,0,0,0
 +
mass = 0.1
 +
thermalMassModifier = 3.0
 +
// heatConductivity = 0.06 // half default
 +
emissiveConstant = 0.8 // a bit better than usual, because conduction needs some work
 +
initRotation = 95.187980000, -0.2879681,-0.9133175,-0.287968
 +
dragModelType = default
 +
maximum_drag = 0.2
 +
minimum_drag = 0.2
 +
angularDrag = 2
 +
crashTolerance = 12
 +
maxTemp = 2000 // = 2900
 +
CoMOffset = 0, 0, 0.1
 +
breakingForce = 80
 +
breakingTorque = 80
 +
bulkheadProfiles = srf
 +
tags = ground land leg support
 +
EFFECTS
 +
{
 +
deploy
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_start
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.5
 +
}
 +
AUDIO_LOOP
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_loop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.5
 +
}
 +
}
 +
deployed
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_stop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.5
 +
}
 +
}
 +
retract
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_start
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.5
 +
}
 +
AUDIO_LOOP
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_loop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.6
 +
}
 +
}
 +
retracted
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_stop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
}
 +
}
  
// --- general parameters ---
+
MODULE
name = landingLeg1-2
+
{
module = HLandingLeg
+
name = ModuleWheelBase
author = NovaSilisko
+
 +
wheelColliderTransformName = wheelCollider
 +
 +
wheelType = LEG
  
// --- asset parameters ---
+
// setting this to true will override the radius and center parameters
mesh = model.mu
+
FitWheelColliderToMesh = False
rescaleFactor = 1
+
radius = 0.12
 +
center = 0,0,0
 +
mass = 0.040
 +
autoFrictionAvailable = False
 +
clipObject = piston_collider
 +
 +
TooltipTitle = Landing Leg
 +
TooltipPrimaryField =
 +
 +
groundHeightOffset = 1.37
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelSuspension
 +
baseModuleIndex = 0
 +
suspensionTransformName = piston
 +
suspensionColliderName = piston_collider
 +
 +
suspensionDistance = 0.95
 +
suspensionOffset = -0.95
 +
 +
targetPosition = 1.0
 +
springRatio = 6
 +
damperRatio = 1.0
 +
boostRatio = 0.6
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelDeployment
 +
baseModuleIndex = 0
 +
 +
animationTrfName = leg
 +
animationStateName = newlandingleg
 +
deployedPosition = 1
 +
deployTargetTransformName = deployTgt
 +
retractTransformName = piston
 +
 +
TsubSys = 0.83
 +
 +
extendDurationFactor = 0.5
 +
retractDuractionFactor = 0.3
  
animationName = newlandingleg
+
fxDeploy = deploy
 +
fxRetract = retract
 +
fxDeployed = deployed
 +
fxRetracted = retracted
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelLock
 +
maxTorque = 500
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelBogey
 +
baseModuleIndex = 0
 +
 +
bogeyTransformName = foot
 +
deployModuleIndex = 2
 +
 +
maxPitch = 160
 +
minPitch = -160
 +
restPitch = 0
 +
pitchResponse = 100
 +
 +
bogeyAxis = 1, 0, 0
 +
bogeyUpAxis = 0, 0, -1
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelDamage
 +
baseModuleIndex = 0
 +
 +
stressTolerance = 99999999
 +
impactTolerance = 600
 +
deflectionMagnitude = 1
 +
deflectionSharpness = 2.0
 +
slipMagnitude = 0
 +
slipSharpness = 2.0
 +
explodeMultiplier = 1.0
 +
}
 +
}
  
PhysicsSignificance = 0
+
}}
 
 
// --- node definitions ---
 
node_attach = 0.0, -0.05577543, -0.1288447, 0.0, 0.0, 1.0
 
 
 
// --- editor parameters ---
 
cost = 240
 
category = Utility
 
subcategory = 0
 
title = LT-2 Landing Struts
 
manufacturer = Moving Parts Experts Group
 
description = It may have been originally designed as a heavy-duty metal detector, but this Landing Leg certainly emphasises an important fact in surface landings: You don't need to put a crater in the ground to stop yourself.
 
 
 
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
 
attachRules = 0,1,0,0,0
 
 
 
// --- standard part parameters ---
 
mass = 0.1
 
dragModelType = default
 
maximum_drag = 0.2
 
minimum_drag = 0.2
 
angularDrag = 2
 
crashTolerance = 12
 
maxTemp = 2900
 
 
 
CoMOffset = 0, 0, 0.1
 
 
 
breakingForce = 80
 
breakingTorque = 80
 
 
 
deploySpeed = 0.75
 
retractSpeed = -0.75
 
randomSpeedFactor = 0.05
 
</pre>
 

Latest revision as of 09:45, 21 October 2016

This is the configuration file for LT-2 Landing Strut.
PART
{
	name = landingLeg1-2
	module = Part
	author = Squad
	mesh = model.mu
	rescaleFactor = 1.25
	PhysicsSignificance = 0
	node_attach = 0.0, 0.4271562, 0.0632596, 0.0, 0.5735765, 0.819152
	TechRequired = advLanding
	entryCost = 4100
	cost = 340
	category = Ground
	subcategory = 0
	title = LT-2 Landing Strut
	manufacturer = Moving Parts Experts Group
	description = The LT-2 Landing Strut offers a heavy-duty method for planting yourself firmly on the ground, without the severe consequences that usually accompany planting yourself firmly on the ground.
	attachRules = 0,1,0,0,0
	mass = 0.1
	thermalMassModifier = 3.0
	// heatConductivity = 0.06 // half default
	emissiveConstant = 0.8 // a bit better than usual, because conduction needs some work
	initRotation = 95.187980000, -0.2879681,-0.9133175,-0.287968	
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 12
	maxTemp = 2000 // = 2900
	CoMOffset = 0, 0, 0.1
	breakingForce = 80
	breakingTorque = 80
	bulkheadProfiles = srf
	tags = ground land leg support
	EFFECTS
	{
		deploy
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_start
				volume = 0 0
				volume = 1 0.5
				pitch = 0.5
			}
			AUDIO_LOOP
			{
				channel = Ship
				clip = Squad/Sounds/elev_loop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.5
			}
		}
		deployed
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_stop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.5
			}
		}
		retract
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_start
				volume = 0 0
				volume = 1 0.5
				pitch = 0.5
			}
			AUDIO_LOOP
			{
				channel = Ship
				clip = Squad/Sounds/elev_loop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.6
			}
		}
		retracted
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_stop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
		}
	}

	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = wheelCollider		
		
		wheelType = LEG

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = False		
		radius = 0.12
		center = 0,0,0
		mass = 0.040
		autoFrictionAvailable = False
		clipObject = piston_collider
				
		TooltipTitle = Landing Leg
		TooltipPrimaryField = 
		
		groundHeightOffset = 1.37
	}
	MODULE
	{
		name = ModuleWheelSuspension
		baseModuleIndex = 0
		suspensionTransformName = piston
		suspensionColliderName = piston_collider
		
		suspensionDistance = 0.95
		suspensionOffset = -0.95		
		
		targetPosition = 1.0			
		springRatio = 6
		damperRatio = 1.0
		boostRatio = 0.6
	}
	MODULE
	{
		name = ModuleWheelDeployment
		baseModuleIndex = 0
		
		animationTrfName = leg
		animationStateName = newlandingleg
		deployedPosition = 1
		deployTargetTransformName = deployTgt
		retractTransformName = piston
		
		TsubSys = 0.83
		
		extendDurationFactor = 0.5
		retractDuractionFactor = 0.3

		fxDeploy = deploy
		fxRetract = retract
		fxDeployed = deployed
		fxRetracted = retracted
	}
	MODULE
	{
		name = ModuleWheelLock
		maxTorque = 500
	}
	MODULE
	{
		name = ModuleWheelBogey
		baseModuleIndex = 0
		
		bogeyTransformName = foot
		deployModuleIndex = 2
		
		maxPitch = 160
		minPitch = -160
		restPitch = 0
		pitchResponse = 100
		
		bogeyAxis = 1, 0, 0
		bogeyUpAxis = 0, 0, -1
	}
	MODULE
	{
		name = ModuleWheelDamage
		baseModuleIndex = 0
		
		stressTolerance = 99999999
		impactTolerance = 600
		deflectionMagnitude = 1
		deflectionSharpness = 2.0
		slipMagnitude = 0
		slipSharpness = 2.0
		explodeMultiplier = 1.0
	}
}