Difference between revisions of "User:Joshuadery"

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== MODULE ==
+
{{TOC|align=right}}
Modules define what specific parts can do.  They are generally calls to C-coded or hard-coded functions that define what functionality these parts have in-game. 
+
== MODULES FROM MODS ==
{|class="wikitable"
+
Defining a module is a task in and of itself and one that I'm sure has already been covered in other placesMany modules defined by mods are duplicating effects that could be created with stock modules, but for one reason or another, the mod owner has decided to create their own modules (possibly for degree of control, possibly because the stock module didn't quite do everything they needed). In any event, I've looked at some of the Mod modules, and detailed them belowBy mod, they are:
|-
 
| name ||names define the module in use and are a general indication of what the module subtype doesSpecific variables are associated with each [module].[name].  For example, the Clamp-O-Tron Docking Port Sr. has the MODULE.name ModuleDockingNode and its' associates variables are [referenceAttachNode] and [nodeType]Some [MODULE]s share variables with other modules, which can make deciphering their purpose difficult.
 
|}
 
  
known [MODULE]s, their associated variables, and the meanings of those variables will be explained below.
+
=== Kerbal Assembly System ===
 +
Kerbal Assembly System is most noted for adding the option to grab and move parts using Kerbals.  It also allows for storage of certain parts in containers.
  
=== ModuleParachute ===
+
MODULE:NEEDS[KAS]
 +
for the module
  
 +
{|
 +
! !!
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
|-
+
==== KASModuleContainer ====
 +
Specifies that this part can serve as a container for other parts, and how much storage space the part has.  Also included is an interaction distance.  Kerbals must be this close or closer to open the container.  Lots of sounds.
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
| semiDeployedAnimation ||  
+
| maxSize ||  
* semiDeploySmall 
+
* 5
|| specifies the animation to use in the semi-deployed state
+
* 20
 +
* 80
 +
|| specifies the size of the container relative to Kerbal Attachment System parts.
 
|-
 
|-
| fullyDeployedAnimation ||  
+
| maxOpenDistance ||  
* fullyDeploySmall 
+
* 1
|| specifies the animation to use in the fully deployed state
+
* 5
|-
+
|| Kerbals must be at least this close (in meters) in order to open the container
| invertCanopy ||  || boolean, true or false, defaults to true.  unknown purpose.  true in parachuteMk1, true in parachuteMk2-R
 
|-
 
| autoCutSpeed ||  || specifies the speed at which the parachute will be automatically cut, rendering it ineffective.
 
|-
 
| capName ||
 
* cap 
 
|| 
 
 
|-
 
|-
| canopyName ||  
+
| sndStorePath ||  
* canopy 
+
* KAS/Sounds/hookBayStore
||  
+
|| sound stuff
 
|-
 
|-
| stowedDrag || 0.22 || specifies the drag effect while the parachute is still stowed
+
| sndOpenPath ||  
 +
* KAS/Sounds/containerOpen
 +
|| sound stuff for opening the container 
 
|-
 
|-
| semiDeployedDrag || || specifies the drag effect while the parachute is in its semi-deployed state
+
| sndClosePath ||  
 +
* KAS/Sounds/containerClose
 +
|| sound stuff for closing the container
 
|-
 
|-
| fullyDeployedDrag || 500  || specifies the drag effect while the parachute is in its fully deployed state
+
| bipWrongSndPath ||  
|-
+
* KAS/Sounds/bipwrong
| minAirPressureToOpen || 0.01  || specifies the minimum Air pressure (or atmosphere) required for the parachute to enter its semi-deployed state
+
|| sound stuff
|-
 
| deployAltitude || 500  || configurable, sets the altitude above the planetary collision mesh at which the parachute will enter its fully deployed state
 
|-
 
| deploymentSpeed ||  1 || specifies the speed at which the parachute will enter its fully deployed state
 
|-
 
| semiDeploymentSpeed || 1  || specifies the speed at which the parachute will enter its semi-deployed state
 
 
|-
 
|-
 
|}
 
|}
 
+
||
=== ModuleSAS ===
+
<pre>MODULE
no known parameters.  Possibly used a reference to determine whether this part is activated by the SAS function of the interface. ie. when you turn on SAS, turn on this part.
+
{
 
+
name = KASModuleContainer
=== KerbalSeat ===
+
  maxSize = 80
{|class="wikitable"
+
}
! variable !! example !! definition
+
</pre>
 
|-
 
|-
| seatPivotName || seatPivot  || 
 
|-
 
| ejectDirection || 0,1,0.2  || 
 
|}
 
  
=== ModuleLandingGear ===
+
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
==== ModuleConnectedLivingSpace ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| passable ||
 +
* true
 +
* false
 +
|| specifies whether Kerbals can commute to parts connected to this part
 
|-
 
|-
| BrakeTorque ||   ||  
+
| passableWhenSurfaceAttached ||
12
+
* true
 +
* false
 +
|| can be passed through even when connected to the ground?
 
|-
 
|-
| BrakeSpeed ||  || 
 
3
 
 
|}
 
|}
  
=== ModuleSteering ===
+
||
{|class="wikitable"
+
<pre>
! variable !! example !! definition
+
MODULE
 +
{
 +
name = ModuleConnectedLivingSpace
 +
passable = true
 +
passableWhenSurfaceAttached = true
 +
}
 +
</pre>
 
|-
 
|-
|-
+
|
| controlAxisType ||  || 
 
Forward
 
|-
 
| steeringAxis ||  || 
 
0, 0, 1 - array of 3 numers
 
|-
 
| steeringTransformName ||  || 
 
Steering
 
|-
 
| steeringLocked ||  || 
 
true or false
 
|-
 
| steeringCurve ||  || 
 
multi-array of keys,
 
0, 16
 
10, 9
 
30, 2
 
100, 1
 
|}
 
 
 
=== FXModuleConstrainPosition ===
 
 
{|class="wikitable"
 
{|class="wikitable"
 +
==== KASModuleGrab ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| evaPartPos ||
 +
* (0.0, 0.40, -0.40)
 +
* (0.0, 0.0, -0.15)
 +
|| three dimensional array, offset for carrying
 
|-
 
|-
| matchRotation ||   ||  
+
| evaPartDir ||
true or false
+
* (0,0,-1)
 +
|| three dimensional array for orientation
 
|-
 
|-
| matchPosition ||   || 
+
| storable ||
true or false
+
* true
 +
* false
 +
|| specifies whether the part can be stored
 
|-
 
|-
| CONSTRAINFX ||   ||  
+
| storedSize ||
 +
* 20
 +
* 14
 +
|| specifies whether the part can be stored
 
|-
 
|-
| targetName || ||  
+
| attachOnPart ||
Steering
+
* true
 +
* false
 +
|| uncertain
 
|-
 
|-
| moversName || ||  
+
| attachOnEva ||
wheelCollider
+
* true
 
+
* false
|}
+
|| unsure
 
 
=== ModuleLandingLeg ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
 +
| attachOnStatic ||
 +
* True
 +
* False
 +
|| unsure
 
|-
 
|-
| animationName ||   || 
+
| customGroundPos ||
Deploy
+
* True
newlandingleg
+
* False
probeleg
+
|| unsure
 
|-
 
|-
| wheelColliderName ||   ||  
+
| attachNodeName ||
wheelCollider
+
* bottom
 +
|| unsure
 
|-
 
|-
| suspensionTransformName ||   ||  
+
| dropPartPos ||
Piston
+
* (0.0, -0.2, -0.7)
piston
+
|| unsure
leg
 
 
|-
 
|-
| orientFootToGround ||   ||  
+
| dropPartRot ||
boolean true or false
+
* (-10.0, 0.0, 0.0)
 +
|| unsure
 
|-
 
|-
| landingFootName ||   ||  
+
| bayType ||
foot
+
* hookbay
 +
|| unsure
 
|-
 
|-
| alignFootUp ||   ||  
+
| bayNode ||
boolean true or false
+
* top
<nowiki>
+
|| unsure
// Foot is aligned to up Axis instead of forward
 
alignFootUp = true
 
</nowiki>
 
<nowiki>
 
// Axis is aligned forward instead of up
 
alignFootUp = false
 
</nowiki>
 
 
|-
 
|-
| suspensionUpperLimit ||   || 
+
| bayRot ||
0.60, 0.47, 0.65
+
* (0.0., 0.0, 0.0)
 +
|| something to do with rotation
 
|-
 
|-
| impactTolerance ||   ||  
+
| attachSendMsgOnly ||
300, 450, 150
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| suspensionSpring ||  || 
 
1.25, 5, 1
 
|-
 
| suspensionDamper ||  || 
 
1, 2, 1
 
|-
 
| suspensionOffset ||  || 
 
0, 0.02, 0
 
 
 
|}
 
|}
  
=== RetractableLadder ===
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleGrab           
 +
evaPartPos = (0.0, 0.40, -0.40)       
 +
evaPartDir = (0,0,-1)
 +
storable = true
 +
storedSize  = 20
 +
attachOnPart = true
 +
attachOnEva = true
 +
bayType = hookBay
 +
bayNode = top
 +
bayRot = (0.0, 0.0, 0.0)
 +
}
 +
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 +
==== KASModulePartBay ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| BAY || {} ||
 +
{|class="wikitable"
 
|-
 
|-
| ladderAnimationRootName ||   ||  
+
| attachNode ||
TelusBay
+
* top
Telescopic ladder
+
* bottom
 +
|| attachment placement
 
|-
 
|-
| ladderColliderName ||   ||  
+
| type ||
ladderCollider
+
* containerA
 +
* container
 +
* hookBay
 +
||
 +
|-
 +
|}
 
|-
 
|-
| ladderRetractAnimationName ||  || 
 
Retract
 
 
|}
 
|}
  
=== ModuleReactionWheel ===
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModulePartBay
 +
BAY
 +
{
 +
  attachNode = top
 +
  type = containerA
 +
  type = containerB
 +
}
 +
}
 +
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 +
==== KASModulePort ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| attachNode ||
 +
* top
 +
|| unsure
 
|-
 
|-
| PitchTorque ||   ||  
+
| nodeType ||
numerical value, denotes amount of change can be applied to pitch using reaction wheel power
+
* kasplug
 +
|| unknown
 
|-
 
|-
| YawTorque ||   ||  
+
| breakForce ||  
numerical value, denotes amount of change can be applied to yaw using reaction wheel power
+
* 30
 +
|| unknown
 
|-
 
|-
| RollTorque ||   ||  
+
| nodeTransformName ||
numerical value, denotes amount of change can be applied to roll using reaction wheel power
+
* plugNode
 
+
|| unknown
 
|-
 
|-
| RESOURCE ||  || 
+
|}
The resource used by reaction wheels in order to affect the changes they can produce
 
|-
 
| name || ||
 
name of the relevant resource, typically ElectricCharge
 
|-
 
| rate || ||
 
Rate of consumption, expressed in units/second at full usage.
 
  
|}
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModulePort
 +
attachNode = top
 +
nodeType = kasplug
 +
breakForce = 30
 +
nodeTransformName = plugNode
 +
}
  
=== ModuleScienceContainer ===
+
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 +
==== KASModuleAnchor ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 +
This module will set a custom drag value when the part touch the ground.
 
|-
 
|-
 +
| groundDrag ||
 +
* 500
 +
|| Drag value of the anchor when it touch the ground
 
|-
 
|-
| reviewActionName ||   ||  
+
| bounciness ||
Flavor text for reviewing the data contained in a science container.
+
* 0
 +
|| Bounciness of the anchor
 
|-
 
|-
| storeActionName ||   ||  
+
| dynamicFriction ||
Flavor text for placing data into a science container.
+
* 0.8
 +
|| Dynamic friction of the anchor when it touch the ground
 
|-
 
|-
| collectActionName ||   || 
+
| staticFriction ||
Flavor text for removing data from a science container.
+
* 0.8
 
+
|| Static friction of the anchor when it touch the ground
 
|-
 
|-
| evaOnlyStorage ||  || 
+
|}
Boolean, True or False
 
Specifies whether or not data storage is restricted to EVA activities.
 
|-
 
| storageRange ||  || 
 
Distance, expressed in meters, a Kerbal must be within in order to interact with data and this container.
 
|-
 
| allowRepeatedSubjects ||  || 
 
Boolean, True or False
 
  
|}
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleAnchor
 +
groundDrag = 500
 +
bounciness = 0
 +
dynamicFriction = 0.8
 +
staticFriction = 0.8
 +
}
  
=== FlagDecal ===
+
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
! variable !! example !! definition
 
|-
 
|-
 
| textureQuadName ||  || 
 
flagTransform:  specifies whether there is a flag displayed on the exterior surface of the object.
 
 
|}
 
  
=== ModuleScienceLab ===
+
==== KASModuleMagnet ====
{|class="wikitable"
+
This module will make the part acting like a magnet, collided part will be automatically attached. Only work when attached on a winch.
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| breakForce ||
 +
* 10
 +
|| The force that needs to be applied on the magnet joint to break.
 
|-
 
|-
| containerModuleIndex ||   ||  
+
| attachToEva ||
numerical, 0
+
* true
 +
* false
 +
|| Disable/enable attraction of eva
 
|-
 
|-
| dataTransmissionBoost ||   ||  
+
| minFwdDot ||
numerical, 1.5
+
* 0.998
 +
|| Minimum magnet alignement needed to attach (1 is perfectly aligned)
 
|-
 
|-
| crewsRequired ||   ||  
+
| powerDrain ||
numerical, 2
+
* 4
 +
|| Power consumption when the magnet is used
 
|-
 
|-
| canResetConnectedModules ||  || 
+
|}
Boolean, True or False
 
|-
 
| canResetNearbyModules ||  || 
 
Boolean, True or False
 
|-
 
| interactRange ||  || 
 
numerical, possible integers only, 5
 
|-
 
| REOURCE_PROCESS ||  || 
 
|-
 
| name || ||
 
names the resource required, e.g.: ElectricCharge
 
|-
 
| amount || ||
 
specified, numerical, the number of units of the specified resource expended
 
  
 +
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleMagnet
 +
breakForce = 10
 +
attachToEva = False
 +
minFwdDot = 0.998
 +
powerDrain = 4
 +
}
  
|}
+
</pre>
 +
|-
 +
|
 +
{|class="wikitable"
  
=== FlagDecal ===
+
==== KASModuleStrut ====
{|class="wikitable"
 
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| nodeTransform ||
 +
* pipeNode
 +
* strutNode
 +
|| unknown
 
|-
 
|-
| textureQuadName ||   || 
+
| type ||
flagTransform
+
* PipeSize1
 
+
* StrutSize1
 
+
|| Unkown
|}
 
 
 
=== ModuleJettison ===
 
{|class="wikitable"
 
 
|-
 
|-
! variable !! example !! definition
+
| maxLength ||
 +
* 20
 +
* 8
 +
|| unknown
 
|-
 
|-
|specifies that pieces of this craft are able to be jettisoned, what they are and how to jettison them
+
| maxAngle ||
 +
* 100
 +
|| unknown
 
|-
 
|-
| jettisonName ||   ||  
+
| breakForce ||
node_fairing_collider
+
* 10
fairingL
+
|| unknown
fairingR
 
fairing
 
 
|-
 
|-
| bottomNodeName ||   ||  
+
| allowDock ||
bottom
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| isFairing ||   ||  
+
| allowPumpFuel ||
Boolean.  True or False
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| jettisonedObjectMass ||   ||  
+
| hasCollider ||
0.1, specifies the mass of the jettisoned object.  It is uncertain, yet, if this mass is removed from the total mass of the vehicle.  It is also uncertain if, when a fairing is added in vehicle assembly, this mass is added to the parent object.
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| jettisonForce ||   ||  
+
| tubeScale ||
DeltaV with which the object is jettisoned from its parent object.  Typically very low values, such as 1, 2 or 5
+
* 0.15
 +
|| unknown
 
|-
 
|-
| jettisonDirection ||   || 
+
| jointScale ||
Three-dimensional array which specifies the direction of the jettisonForce relative to the original part, laterally is 0 0 1 and 0 0 -1, for example.
+
* 0.15
 
+
|| unknown
|}
 
 
 
=== ModuleAlternator ===
 
{|class="wikitable"
 
 
|-
 
|-
! variable !! example !! definition
+
| textureTiling ||
 +
* 1
 +
* 4
 +
|| unknown
 
|-
 
|-
|{|class="wikitable"
+
| tubeSrcType ||
 +
* Joined
 +
* Rounded
 +
|| Unknown
 
|-
 
|-
! variable !! example !! definition
+
| tubeTgtType ||
 +
* Joined
 +
* Rounded
 +
|| unknown
 
|-
 
|-
|Specifies that this part produced a resource, based on the percentage of thrust produced by the engine.
+
| evaStrutPos ||
 +
* (0.05, 0.059, -0.21)
 +
|| unknown
 
|-
 
|-
| RESOURCE ||   ||  
+
| evaStrutRot ||
 +
* (190.0, 0.0, 0.0)
 +
|| unknown
 
|-
 
|-
| name || ||  
+
| tubeTexPath ||
name of the resource produced, usually ElectricCharge
+
* KAS/Textures/pipe
 +
|| unknown
 
|-
 
|-
| rate || ||
+
|}
rate at which the resource is produced at 100% thrust, expressed in units/second
 
  
|}
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleStrut
 +
nodeTransform = pipeNode
 +
type = PipeSize1
 +
maxLenght = 20
 +
maxAngle = 100
 +
breakForce = 10
 +
allowDock = true
 +
allowPumpFuel = true
 +
hasCollider = false
 +
tubeScale = 0.15
 +
jointScale = 0.15
 +
textureTiling = 1
 +
tubeSrcType = Joined
 +
tubeTgtType = Joined
 +
evaStrutPos = (0.05, 0.059, -0.21)
 +
evaStrutRot = (190.0, 0.0, 0.0)
 +
        tubeTexPath = KAS/Textures/pipe
 +
}
  
=== ModuleCommand ===
+
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 +
==== KASModuleGrapplingHook ====
 +
This module will make the part acting like a grappling-hook, any collided part in front of the grapple will be automatically attached if the inpact is strong enough. Only work when attached on a winch.
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| partBreakForce ||
 +
* 6
 +
|| The force that needs to be applied on the grapple/part joint to break.
 
|-
 
|-
| minimumCrew ||   ||  
+
| staticBreakForce ||
Specifies the minimum number of crew needed to operate this module.  Use 0 to specify a probe.
+
* 15
 +
|| The force that needs to be applied on the grapple/static joint to break.
 
|-
 
|-
| RESOURCE ||   ||  
+
| aboveDist ||
If this Module requires a resource
+
* 0.05
 +
|| Distance from the attach point to the center of the part
 
|-
 
|-
| name || ||  
+
| forceNeeded ||
This is the name of that resource
+
* 4
 +
|| Collision force needed to attach the grapple.
 
|-
 
|-
| rate || ||  
+
| attachToPart ||
and the rate in units/second of resource consumed
+
* true
 
+
* false
|}
+
|| Disable/enable attachment on parts.
 
+
|-
=== ModuleEnviroSensor ===
+
| rayDir  ||
{|class="wikitable"
+
* (0,-1,0)
! variable !! example !! definition
+
|| Direction of the attach raycast. Attachment will be done only with objects in that direction.
 
|-
 
|-
 +
| rayLenght ||
 +
* 0.8
 +
|| Attach ray lenght.
 
|-
 
|-
| sensorType ||  || 
 
* ACC
 
* PRES
 
* GRAV
 
* TEMP
 
 
|}
 
|}
  
=== ModuleControlSurface ===
+
||
{|class="wikitable"
+
<pre>
! variable !! example !! definition
+
MODULE
 +
{
 +
name = KASModuleGrapplingHook
 +
partBreakForce = 6
 +
staticBreakForce = 15
 +
aboveDist = 0.05
 +
forceNeeded = 4
 +
attachToPart = true
 +
rayDir = (0,-1,0)
 +
rayLenght = 0.8
 +
}
 +
 
 +
</pre>
 
|-
 
|-
|-
+
|
| dragCoeff ||  || 
 
this value overrides the maximum_drag value
 
0.5 (advanced Canard)
 
|-
 
| deflectionLiftCoeff ||  || 
 
0.7 (advanced Canard)
 
|-
 
| ctrlSurfaceRange ||  || 
 
20 (advanced Canard)
 
|-
 
| ctrlSurfaceArea ||  || 
 
0.95 (advanced Canard)
 
|}
 
 
 
=== ModuleAnimateHeat ===
 
 
{|class="wikitable"
 
{|class="wikitable"
! variable !! example !! definition
 
|-
 
|-
 
| ThermalAnim ||  || 
 
HeatAnimationEmissiveLiquidEngine3
 
HeatAnimationEmissiveTurbofan
 
HeatAnimationEmissiveJet
 
overheat
 
|}
 
  
=== ModuleEngines ===
+
==== KASModuleWinch ====
{|class="wikitable"
 
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| maxLenght ||
 +
* 50
 +
* 80
 +
|| unknown
 
|-
 
|-
| thrustVectorTransformName ||   ||  
+
| cableSpring ||
unknown purpose.  Known arguments:
+
* 1000
* thrustTransform
+
||  
 
|-
 
|-
| throttleLocked ||   ||  
+
| cableDamper ||
True or False, defaults to False.  Used to create engines without controllable thrust.
+
* 0.1
 +
||  
 
|-
 
|-
| exhaustDamage ||   ||  
+
| cableWidth ||
True or False.  assumed to indicate whether the exhaust from this engine will damage other parts.
+
* 0.04
 +
||  
 
|-
 
|-
| ignitionThreshold ||   ||  
+
| motorMaxSpeed ||
appears to not be used.  Suggests a minimum thrust output value, below which the engine will no longer operate.  Typical values are 0.1 (10%)
+
* 2
 +
||  
 
|-
 
|-
| minThrust ||   ||  
+
| motorAcceleration ||
Minimum thrust value.  Engines will be considered 'off' at or below this value.
+
* 0.05
 +
||  
 
|-
 
|-
| maxThrust ||   || 
+
| powerDrain ||
Just like the name implies, this is the maximum thrust a single unit of this module can produce. In order to create a more powerful engine, set this value higher.
+
* 0.5
 +
* 0.3
 +
||
 
|-
 
|-
| heatProduction ||   ||  
+
| headTransformName ||
a measure of the amount of heat energy produced per second.  measured in degrees Kerbius (degrees Celsius)
+
* head
 +
||  
 
|-
 
|-
| fxOffset ||   ||  
+
| headPortNodeName ||
3-dimensional vector coordinates specifying the location of thrust effects
+
* portNode
 +
||  
 
|-
 
|-
| useEngineResponseTime ||   ||  
+
| connectedPortNodeName ||
True or False
+
* bottom
 +
* front
 +
||  
 
|-
 
|-
| engineAccelerationSpeed ||   ||  
+
| anchorNodeName ||
0.2, 0.12
+
* anchorNode
 +
||  
 
|-
 
|-
| engineDecelerationSpeed ||   || 
+
| evaGrabHeadPos ||
0.35, 0.21
+
* (0.05, 0.01, -0.11)
 +
||
 
|-
 
|-
| allowShutdown ||   || 
+
| evaGrabHeadDir ||
True or False, defaults to True.  Specifies engines that cannot be turned off, regardless of whether their thrust can be controlled.
+
* (0,0,1)
 +
||
 
|-
 
|-
| useVelocityCurve ||   ||  
+
| evaDropHeadPos ||
True or False
+
* (0.05, 0.01, -0.16)
 +
||  
 
|-
 
|-
| PROPELLANT ||   || 
+
| evaDropHeadRot ||
resource utilized in the operation of this part, generally a fuel or other propellant. Engines may use multiple propellant types.
+
* (180.0, 0.0, 0.0)
 +
||
 
|-
 
|-
| name || ||  
+
| ejectEnabled ||
name of the resource consumed while this part is in operation
+
* true
 +
* false
 +
||  
 
|-
 
|-
| ratio || ||  
+
| ejectForce ||
rate at which this resource is consumed, per second.  Not to be confused with ratio relative to other propellants.
+
* 20
 +
||  
 
|-
 
|-
| DrawGauge || ||  
+
| lockMinDist ||
Boolean value that indicates whether or not the 'fuel remaining' indicator in the staging selection is displayed or not.
+
* 0.12
 +
||  
 
|-
 
|-
| atmosphereCurve ||   ||  
+
| lockMinFwdDot ||
specifies variances in operational efficiency
+
* 0.90
 +
||  
 
|-
 
|-
| key || ||  
+
|}
uses two values to specify engine efficiency relative to the depth of the atmosphere (based on Kerbin sea-level!First number indicates the relative pressure (0 = vacuum, 1 Kerbin sea-level), second numer indicates ISP value).
+
 
Translates directly to ISP. In order to make a more efficient engine, set the second number of this array higher.
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleWinch
 +
maxLenght = 50
 +
cableSpring = 1000
 +
cableDamper = 0.1
 +
cableWidth = 0.04
 +
motorMaxSpeed = 2
 +
motorAcceleration = 0.05
 +
powerDrain = 0.5
 +
headTransformName = head
 +
headPortNodeName = portNode
 +
connectedPortNodeName = bottom
 +
anchorNodeName = anchorNode
 +
evaGrabHeadPos = (0.05, 0.01, -0.11)
 +
  evaGrabHeadDir = (0,0,1)
 +
evaDropHeadPos = (0.05, 0.01, -0.16)
 +
evaDropHeadRot = (180.0, 0.0, 0.0)
 +
ejectEnabled = true
 +
ejectForce = 20
 +
lockMinDist = 0.12
 +
  lockMinFwdDot = 0.90
 +
}
 +
 
 +
</pre>
 
|-
 
|-
| velocityCurve ||  || 
+
|}
uncertain as to how exactly this works, but appears to control the degree of acceleration at particular velocities.  uses a 4 part key, the first part of the key is definitely specific accelerations, the second part is percentage of velocities.
+
 
<nowiki>
+
 
{
 
  key = 0 0.5 0 0
 
  key = 1000 1 0 0
 
  key = 2000 0.5 0 0
 
  key = 2400 0 0 0
 
}
 
</nowiki>
 
<nowiki>
 
{
 
  key = 1000 0 0 0
 
  key = 850 0.2 0 0
 
  key = 0 1 0 0
 
}
 
</nowiki>
 
  
|}
+
=== Universal Storage ===
 +
Universal Storage.  By the by:  Excellently documented!
  
=== FXModuleAnimateThrottle ===
+
{|
 +
! !!
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
==== ModuleAnimator ====
 +
Animation module.
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| animationName || 
 +
* Take 001
 +
|| Name of the animation from the model.
 
|-
 
|-
| animationName ||   ||  
+
| guiEnableName ||  
colorAnimation
+
* Wedge Locks Off
 +
|| Part tooltip name to display for deployment
 
|-
 
|-
| depondOnEngineState ||  ||  
+
| guiDisableName ||   
True or False
+
* Wedge Locks Off
 +
|| Part tooltip name to display for retraction
 
|-
 
|-
| responseSpeed ||  ||   
+
| actionEnableName ||   
0.5
+
* Wedge Locks Off
|}
+
|| Action group name for deployment 
 
 
=== ModuleEnginesFX ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
 +
| actionDisableName ||
 +
* Wedge Locks On
 +
|| Action group name for retraction
 
|-
 
|-
| engineID ||  ||  
+
| animationSpeed ||   
<nowiki>LES, KS25</nowiki>
+
* 100000
 +
|| Speed of the animation
 
|-
 
|-
| runningEffectName ||  ||  
+
| oneShot ||   
<nowiki> running_closed </nowiki>
+
* true
 +
* false
 +
|| If the animation can only be played once
 
|-
 
|-
| thrustVectorTransformName ||  ||   
+
| activeEditor ||   
unknown purpose.  Known arguments:
+
* true
* thrustTransform
+
* false
* obj_gimbal
+
|| If the part toolitp is visible in the editor
 
|-
 
|-
| exhaustDamage ||  ||  
+
| activeFlight ||   
True or False.  assumed to indicate whether the exhaust from this engine will damage other parts.
+
* true
 +
* false
 +
|| If the part tooltip is visible in flight
 
|-
 
|-
| throttleLocked ||  ||  
+
| activeUnfocused ||   
uncertain.  Boolean values of True or False.  Assumed to specify that solid Rocket Boosters cannot have their throttle adjusted while in flight.
+
* true
 +
* false
 +
|| If the part tooltip is visible from EVA
 
|-
 
|-
| ignitionThreshold ||  ||  
+
| unfocusedRange ||   
appears to not be used.  Suggests a minimum thrust output value, below which the engine will no longer operate.  Typical values are 0.1 (10%)
+
* 5
 +
|| EVA visible range
 
|-
 
|-
| minThrust ||  ||    
+
|}
Minimum thrust value. Engines will be considered 'off' at or below this value.
+
||  
 +
<pre>
 +
MODULE
 +
{
 +
  name = ModuleAnimator
 +
   animationName = Take 001
 +
  guiEnableName = Wedge Locks Off
 +
  guiDisableName = Wedge Locks On
 +
  actionEnableName = Wedge Locks Off
 +
  actionDisableName = Wedge Locks On
 +
 
 +
  animationSpeed = 100000
 +
  oneShot = false
 +
  activeEditor = true
 +
  activeFlight = false
 +
  activeUnfocused = false
 +
   unfocusedRange = 5
 +
  }
 +
</pre>
 
|-
 
|-
| maxThrust ||  || 
 
Just like the name implies, this is the maximum thrust a single unit of this module can produce.
 
|-
 
| heatProduction ||  || 
 
a measure of the amount of heat energy produced per second.  measured in degrees Kerbius (degrees Celsius)
 
|-
 
| fxOffset ||  || 
 
3-dimensional vector coordinates specifying the location of thrust effects
 
 
 
  
 +
|
 +
{|class="wikitable"
 +
==== REGO_ModuleResourceConverter ====
 +
! variable !! example !! definition
 
|-
 
|-
| PROPELLANT ||   ||  
+
| ConverterName ||
resource utilized in the operation of this part, generally a fuel or other propellant.
+
* Water Electrolizer
 
+
|| Flavor Text
 
 
 
 
 
|-
 
|-
| name || ||  
+
| StartActioName ||
name of the resource consumed while this part is in operation
+
* Start Water Electrolizer
 
+
|| Flavor Text
 
 
 
 
 
|-
 
|-
| ratio || ||  
+
| StopActioName ||
rate at which this resource is consumed, per second.  Not to be confused with ratio relative to other propellants.
+
* Stop Water Electrolizer
 
+
|| Flavor Text
 
 
 
 
 
|-
 
|-
| DrawGauge || ||  
+
| RecipeInputs ||
Boolean value that indicates whether or not the 'fuel remaining' indicator in the staging selection is displayed or not.
+
* ElectricCharge, 14, Water, 0.0000176697
 
+
||
 
|-
 
|-
| atmosphereCurve ||   ||  
+
| RecipeOutputs ||
specifies variances in operational efficiency
+
* Hydrogen, 0.0219907427, True, Oxygen, 0.0109953713, False
 
+
||  
 
|-
 
|-
| key || ||
 
uses two values to specify engine efficiency relative to the depth of the atmosphere (based on Kerbin sea-level!)  First number indicates the relative pressure (0 = vacuum, 1 Kerbin sea-level), second numer indicates ISP value).
 
 
 
|}
 
|}
  
=== ModuleGimbal ===
+
||
{|class="wikitable"
+
<pre>
! variable !! example !! definition
+
MODULE
 +
{
 +
  name = REGO_ModuleResourceConverter
 +
  ConverterName = Water Electrolizer
 +
  StartActionName = Start Water Electrolizer
 +
  StopActionName = Stop Water Electrolizer
 +
  RecipeInputs = ElectricCharge, 14, Water, 0.0000176697
 +
  RecipeOutputs = Hydrogen, 0.0219907427, True, Oxygen, 0.0109953713, False
 +
}
 +
</pre>
 
|-
 
|-
|-
+
|}
| gimbalTransformName ||  || 
 
thrustTransform
 
|-
 
| gimbalRange ||  || 
 
represents the maximum angle, in degrees, that gimballing is supported.  Recommend keeping this number relatively low (under 20 for sure), as setting the number too high can have catastrophic effects on ship design.
 
  
|}
+
=== Umbra Space Industries: ExpPack ===
 +
USI is widely known for building an entire add-on family of interconnected and cross-supported parts and extensions.  Here we detail mods added by the ExpPack.
  
=== ModuleTestSubject ===
+
{|
 +
! !!
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
==== USI_ClearIVA ====
 +
No calls.
 +
|}
 +
||
 +
<pre>
 +
MODULE
 +
{
 +
name = USI_ClearIVA
 +
}
 +
</pre>
 
|-
 
|-
 +
|
 +
{|class="wikitable"
 +
==== ModuleConnectedLivingSpace ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
|Used for the contract system, determines atmospheric conditions under which this part may be considered for testing.  Also specifies whether the part is able to be tested using the Staging process or must be manually selected and "Perform Test" used to satisfy contract requirements.
+
| passable ||
 +
* true
 +
* false
 +
|| specifies whether Kerbals can commute to parts connected to this part
 
|-
 
|-
| environments ||   || 
+
| passableWhenSurfaceAttached ||
A single numerical value, between 0 (nowhere) and 15 (anywhere), that specifies the atmospheric conditions the part may be tested under.  Add numbers together to specify multiple environments
+
* true
* 0 = nowhere
+
* false
* 1 = the surface of; srf
+
|| can be passed through even when connected to the ground?
* 2 = the ocean of; ocean
 
* 3 = the surface or ocean of; srf, ocean
 
* 4 = the atmosphere of; atmo
 
* 5 = the surface or atmosphere of; srf, atmo
 
* 6 = the ocean or atmosphere of; ocean, atmo
 
* 7 = the surface, ocean or atmosphere of; srf, ocean, atmo
 
* 8 = the space above; space
 
* 9 = the surface or space above; srf, space
 
* 10 = the ocean or space of; srf, ocean, space
 
* 11 = the surface, ocean or space of; srf, ocean, space
 
* 12 = the space or atmosphere of; atmo, space
 
* 13 = the surface, space or atmosphere of; srf, atmo, space
 
* 14 = the ocean, space, or atmosphere of; ocean, atmo, space
 
* 15 = anywhere; srf, ocean, atmo, space
 
|-
 
| useStaging ||   |
 
Boolean True or False, specifies whether the part can be tested using the Staging Process
 
 
|-
 
|-
| useEvent ||  || 
 
Boolean True or False, specifies whether the part can be tested using the "Perform Test" action.
 
 
 
|}
 
|}
  
=== LaunchClamp ===
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = ModuleConnectedLivingSpace
 +
passable = true
 +
passableWhenSurfaceAttached = true
 +
}
 +
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
==== KASModuleGrab ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| evaPartPos ||
 +
* (0.0, 0.40, -0.40)
 +
* (0.0, 0.0, -0.15)
 +
|| three dimensional array, offset for carrying
 
|-
 
|-
| trf_towerPivot_name ||   ||  
+
| evaPartDir ||
obj_girdercap
+
* (0,0,-1)
 +
|| three dimensional array for orientation
 
|-
 
|-
| trf_towerStretch_name ||   ||  
+
| storable ||
obj_girder
+
* true
 +
* false
 +
|| specifies whether the part can be stored
 
|-
 
|-
| trf_anchor_name ||   ||  
+
| storedSize ||
obj_ground
+
* 20
 +
* 14
 +
|| specifies whether the part can be stored
 
|-
 
|-
| trf_animationRoot_name ||   ||  
+
| attachOnPart ||
launchclamp
+
* true
 +
* false
 +
|| uncertain
 
|-
 
|-
| anim_decouple_name ||   || 
+
| attachOnEva ||
launchclamp
+
* true
|}
+
* false
 
+
|| unsure
=== ModuleGenerator ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
 +
| attachOnStatic ||
 +
* True
 +
* False
 +
|| unsure
 
|-
 
|-
| isAlwaysActive ||   ||  
+
| customGroundPos ||
specifies whether this module is always active or not.  true/false
+
* True
 +
* False
 +
|| unsure
 
|-
 
|-
| OUTPUT_RESOURCE ||   ||  
+
| attachNodeName ||
 +
* bottom
 +
|| unsure
 
|-
 
|-
| name || ||  
+
| dropPartPos ||
specifies the name of the produced resource. 
+
* (0.0, -0.2, -0.7)
 +
|| unsure
 
|-
 
|-
| rate || ||  
+
| dropPartRot ||
specifies the rate of resource produced, expressed in units per second.
+
* (-10.0, 0.0, 0.0)
 
+
|| unsure
|}
 
 
 
=== ModuleDockingNode ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
|A module for docking ports
+
| bayType ||
 +
* hookbay
 +
|| unsure
 
|-
 
|-
| referenceAttachNode ||   || 
+
| bayNode ||
Specifies the node on the part that is used for the docking port, generally top or bottom
 
 
* top
 
* top
* bottom
+
|| unsure
 +
|-
 +
| bayRot ||
 +
* (0.0., 0.0, 0.0)
 +
|| something to do with rotation
 
|-
 
|-
| deployAnimationController ||   ||  
+
| attachSendMsgOnly ||
Boolean, 1 or 0
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| nodeType ||  || 
 
Specifies the type of node for attachment.  When perform docking operations, nodes must have the same value for nodeType in order to dock with one another.
 
* size1
 
* size2
 
* size0
 
controlTransformName
 
* controlNode = apparently only used for docking nodes that have related animations, see dockingPortInline
 
 
|}
 
|}
  
=== ModuleRCS ===
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleGrab           
 +
evaPartPos = (0.0, 0.40, -0.40)       
 +
evaPartDir = (0,0,-1)
 +
storable = true
 +
storedSize  = 20
 +
attachOnPart = true
 +
attachOnEva = true
 +
bayType = hookBay
 +
bayNode = top
 +
bayRot = (0.0, 0.0, 0.0)
 +
}
 +
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
|-
+
 
 +
==== KASModulePartBay ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
|Note:  ModuleRCS can use either a single resource, or a series of PROPELLANT calls. 
+
| BAY || {} ||
 +
{|class="wikitable"
 
|-
 
|-
| thrusterTransformName ||   ||  
+
| attachNode ||
RCSthruster
+
* top
 +
* bottom
 +
|| attachment placement
 
|-
 
|-
| thrusterPower ||   ||  
+
| type ||
This is the power that the RCS thrusters provide.  To make stronger RCS, use a higher numer
+
* containerA
 +
* container
 +
* hookBay
 +
||
 
|-
 
|-
| resourceName -------- interchangeable with PROPELLANT calls ||  || 
+
|}
The name of the resource used by the RCS thruster, typically MonoPropellant
 
|-
 
| resourceFlowMode -- for resourceName only --||  || 
 
Specifies the manner in which the resource is requested from the vessel
 
* STAGE_PRIORITY_FLOW
 
* STACK_PRIORITY_FLOW
 
* ALL_VESSEL
 
* NONE
 
|-
 
| PROPELLANT ||  || 
 
Introduced with the inclusion of the Vernor RCS, it is recommended to use PROPELLANT calls only when using multiple resources.  It is expected that older RCS will be updated to the new convention prior to final release.
 
 
|-
 
|-
| name || ||
 
name of the resource consumed
 
|-
 
| ratio || ||
 
ratio of the resource consumed
 
|-
 
| resourceFlowMode || ||
 
using the same pull method as a single resource, specifies how to pull the resource from the rest of the vessel
 
|-
 
| atmosphereCurve ||  || 
 
Specifies the efficiency of the RCS thruster using 2-part keys
 
0 specifies the ISP in atmosphere
 
1 specifies the ISP at Kerbin Sea Level
 
entries in between specify the ISP at specific percentages of Kerbin Sea Level (e.g:  0.5 = 1/2 Kerbin Atmosphere)
 
 
|}
 
|}
  
=== ModuleResourceIntake ===
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModulePartBay
 +
BAY
 +
{
 +
  attachNode = top
 +
  type = containerA
 +
  type = containerB
 +
}
 +
}
 +
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
|-
+
 
 +
==== KASModulePort ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
|used to create a part that produces a resource.
+
| attachNode ||
 +
* top
 +
|| unsure
 
|-
 
|-
| resourceName ||   ||  
+
| nodeType ||
defines the type of resource produced by this module.  Any resource may be used for this purpose, including those not defined at all
+
* kasplug
 +
|| unknown
 
|-
 
|-
| checkForOxygen ||   ||  
+
| breakForce ||  
An optional method that specifies this module must check to see if oxygen/atmosphere is present whenever attempting to generate the requested resource.  true/false
+
* 30
 +
|| unknown
 
|-
 
|-
| area ||   ||  
+
| nodeTransformName ||
area is the amount of space used for determining how much resource to produce.  The larger the number, the more of the resource is produced per second.
+
* plugNode
 +
|| unknown
 
|-
 
|-
| intakeSpeed ||  || 
+
|}
unknown.  Assumed to be a minimum m/s measure to determine if this module operates or not.
 
|-
 
| intakeTransformName ||  || 
 
unknown.  known arguments are:
 
* Intake
 
  
 +
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModulePort
 +
attachNode = top
 +
nodeType = kasplug
 +
breakForce = 30
 +
nodeTransformName = plugNode
 +
}
  
|}
+
</pre>
 +
|-
 +
|
 +
{|class="wikitable"
  
=== ModuleScienceExperiment ===
+
==== KASModuleAnchor ====
{|class="wikitable"
 
 
! variable !! example !! definition
 
! variable !! example !! definition
 +
This module will set a custom drag value when the part touch the ground.
 
|-
 
|-
| experimentID ||   || 
+
| groundDrag ||
* atmosphereAnalysis
+
* 500
* mysteryGoo
+
|| Drag value of the anchor when it touch the ground
* crewReport
 
* seismicScan
 
* barometerScan
 
 
|-
 
|-
| experimentActionName ||   ||  
+
| bounciness ||
Flavor text for contextual menu to describe to the player what the part does when collecting data
+
* 0
 +
|| Bounciness of the anchor
 
|-
 
|-
| resetActionName ||   ||  
+
| dynamicFriction ||
Flavor text for contextual menu to describe to the player what the part does when collecting data
+
* 0.8
 +
|| Dynamic friction of the anchor when it touch the ground
 
|-
 
|-
| reviewActionName ||   ||  
+
| staticFriction ||
Flavor text for contextual menu to describe to the player what the part does when collecting data
+
* 0.8
 +
|| Static friction of the anchor when it touch the ground
 
|-
 
|-
| useStaging ||  || 
 
Boolean True/False - speficies whether this module can be activated through the normal staging system
 
|-
 
| useActionGroups ||  || 
 
Boolean True/False - specifies whether this module can be activated by an Action Group
 
|-
 
| hideUIwhenUnavailable ||  || 
 
Boolean True/False - specifies whether this module will show its activation buttons through the contextual menu, even if it is not available
 
|-
 
| rerunnable ||  || 
 
Boolean True/False.  Defaults to false.
 
|-
 
| xmitDataScalar ||  || 
 
0.35
 
|-
 
| FxModules ||  || 
 
0 (gooExperiment)
 
|-
 
| dataIsCollectable ||  || 
 
Boolean True/False
 
|-
 
| collectActionName ||  || 
 
Flavor text
 
|-
 
| interactionRange ||  || 
 
The range, expressed in meters, from which a Kerbal on EVA can interact with this module (for example to reset the experiment)
 
 
 
|}
 
|}
  
=== ModuleGrappleNode ===
 
{|class="wikitable"
 
! variable !! sample !! definition
 
|-
 
| nodeTransformName || 
 
* ArticulatedCap
 
 
||
 
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleAnchor
 +
groundDrag = 500
 +
bounciness = 0
 +
dynamicFriction = 0.8
 +
staticFriction = 0.8
 +
}
 +
 +
</pre>
 
|-
 
|-
| deployAnimationController ||
+
|
*1
+
{|class="wikitable"
|| 
+
 
 +
==== KASModuleMagnet ====
 +
This module will make the part acting like a magnet, collided part will be automatically attached. Only work when attached on a winch.
 +
! variable !! example !! definition
 
|-
 
|-
| nodeType ||  
+
| breakForce ||
*size1
+
* 10
||  
+
|| The force that needs to be applied on the magnet joint to break.
 
|-
 
|-
| captureRange ||
+
| attachToEva ||
* 0.05
+
* true
||  
+
* false
 +
|| Disable/enable attraction of eva
 
|-
 
|-
| captureMinFwdDot ||
+
| minFwdDot ||
* 0.866
+
* 0.998
||  
+
|| Minimum magnet alignement needed to attach (1 is perfectly aligned)
 
|-
 
|-
| captureMaxRvel ||
+
| powerDrain ||
* 1
+
* 4
||  
+
|| Power consumption when the magnet is used
 
|-
 
|-
 +
|}
  
|}
+
||
 +
<pre>
 +
MODULE
 +
{
 +
name = KASModuleMagnet
 +
breakForce = 10
 +
attachToEva = False
 +
minFwdDot = 0.998
 +
powerDrain = 4
 +
}
  
=== ModuleLight ===
+
</pre>
 +
|-
 +
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 +
==== KASModuleStrut ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
| lightName ||   ||  
+
| nodeTransform ||
spotlight
+
* pipeNode
landinglight
+
* strutNode
 +
|| unknown
 
|-
 
|-
| useAnimationDim ||   ||  
+
| type ||
true or false
+
* PipeSize1
 +
* StrutSize1
 +
|| Unkown
 
|-
 
|-
| lightBrightenSpeed ||   ||  
+
| maxLength ||
2.5
+
* 20
 +
* 8
 +
|| unknown
 
|-
 
|-
| lightDimSpeed ||   ||  
+
| maxAngle ||
2.5
+
* 100
 +
|| unknown
 
|-
 
|-
| resourceAmount ||   ||  
+
| breakForce ||
0.4
+
* 10
 +
|| unknown
 
|-
 
|-
| animationName ||   ||  
+
| allowDock ||
LightAnimation
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| useResources ||   || 
+
| allowPumpFuel ||
true or false
+
* true
 +
* false
 +
|| unknown
 
|-
 
|-
| useAutoDim ||   || 
+
| hasCollider ||
true or false
+
* true
|}
+
* false
 
+
|| unknown
=== ModuleLiftingSurface ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
| deflectionLiftCoeff ||   || 
+
| tubeScale ||
0.3 (BSLmk2ScienceFuselage)
+
* 0.15
 +
|| unknown
 
|-
 
|-
| dragAtMaxAoA ||   || 
+
| jointScale ||
0.15 (BSLmk2ScienceFuselage)
+
* 0.15
 +
|| unknown
 
|-
 
|-
| dragAtMinAoA ||   || 
+
| textureTiling ||
0.1 (BSLmk2ScienceFuselage)
+
* 1
 
+
* 4
 
+
|| unknown
|}
 
 
 
=== ModuleAnimateGeneric ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
| animationName ||   || 
+
| tubeSrcType ||
* Deploy
+
* Joined
* CrewCabinLight
+
* Rounded
* dish
+
|| Unknown
* dockingring for dockingPortShielded
 
* dockingporthull for dockingPortInline
 
 
|-
 
|-
| isOneShot ||   ||  
+
| tubeTgtType ||
* false
+
* Joined
 +
* Rounded
 +
|| unknown
 
|-
 
|-
| startEventGUIName ||   ||  
+
| evaStrutPos ||
Flavor text to describe turning the animation to its 'On' State
+
* (0.05, 0.059, -0.21)
 +
|| unknown
 
|-
 
|-
| endEventGUIName ||   ||  
+
| evaStrutRot ||
Flavor text to describe turning the animation to its 'Off' State
+
* (190.0, 0.0, 0.0)
 +
|| unknown
 
|-
 
|-
| actionGUIName ||   ||  
+
| tubeTexPath ||
Flavor text to describe switching the animation between it's 'on' and 'off' states
+
* KAS/Textures/pipe
 +
|| unknown
 
|-
 
|-
| allowManualControl ||  || 
 
true/false.  Defaults to true. 
 
 
 
 
|}
 
|}
  
=== ModuleDataTransmitter ===
+
||
{|class="wikitable"
+
<pre>
! variable !! example !! definition
+
MODULE
|-
+
{
| packetInterval ||  || 
+
name = KASModuleStrut
0.18, 0.4, 0.3
+
nodeTransform = pipeNode
|-
+
type = PipeSize1
| packetSize ||  || 
+
maxLenght = 20
2, 2, 2
+
maxAngle = 100
|-
+
breakForce = 10
| packetResourceCost ||  || 
+
allowDock = true
20, 10, 12.5
+
allowPumpFuel = true
|-
+
hasCollider = false
| requiredResource ||  || 
+
tubeScale = 0.15
ElectricCharge
+
jointScale = 0.15
|-
+
textureTiling = 1
| DeployFxModules ||  || 
+
tubeSrcType = Joined
0
+
tubeTgtType = Joined
|-
+
evaStrutPos = (0.05, 0.059, -0.21)
| ProgressFxModules ||  || 
+
evaStrutRot = (190.0, 0.0, 0.0)
1
+
        tubeTexPath = KAS/Textures/pipe
 +
}
  
|}
+
</pre>
 
 
=== FXModuleLockAtConstraint ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
 
|
 
|
|}
+
{|class="wikitable"
  
=== FlagDecal ===
+
==== KASModuleGrapplingHook ====
{|class="wikitable"
+
This module will make the part acting like a grappling-hook, any collided part in front of the grapple will be automatically attached if the inpact is strong enough. Only work when attached on a winch.
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
| textureQuadName ||   || 
+
| partBreakForce ||
* flagTransform
+
* 6
 
+
|| The force that needs to be applied on the grapple/part joint to break.
|}
 
 
 
=== ModuleAsteroid ===
 
{|class="wikitable"
 
 
|-
 
|-
! variable !! example !! definition
+
| staticBreakForce ||
 +
* 15
 +
|| The force that needs to be applied on the grapple/static joint to break.
 
|-
 
|-
| no procedures or calls
+
| aboveDist ||
 
+
* 0.05
 
+
|| Distance from the attach point to the center of the part
|}
 
 
 
=== ModuleDeployableSolarPanel ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
 
|-
 
|-
| animationName ||   ||  
+
| forceNeeded ||
unknown for sure.  Assumed to refer to an animation describing part transformation from its closed state to its open state. known parameters are:
+
* 4
* solarpanels
+
|| Collision force needed to attach the grapple.
* solarpanels2
 
* solarpanels4
 
* altsolarpanelbase
 
* bigsolarpanel
 
 
 
 
|-
 
|-
| sunTracking ||   ||  
+
| attachToPart ||
Boolean argument.  unknown purpose.  Assumed to indicate whether the animation will turn the panel towards the sun.
+
* true
 +
* false
 +
|| Disable/enable attachment on parts.
 
|-
 
|-
| raycastTransformName ||   ||  
+
| rayDir  ||
optional. unknown. Known arguments:
+
* (0,-1,0)
* suncatcher
+
|| Direction of the attach raycast. Attachment will be done only with objects in that direction.
 
 
 
|-
 
|-
| pivotName ||   ||  
+
| rayLenght ||
optional. unknown.  Known arguments:
+
* 0.8
* suncatcher
+
|| Attach ray lenght.
 
 
 
|-
 
|-
| isBreakable ||  || 
+
|}
optional.  unknown purpose, assumed to indicate whether the part will break on high-dynamic stress.  true or false
 
  
|-
+
||
| resourceName ||  || 
+
<pre>
the resource provided by this moduleAny resource may be used, including resources not defined.
+
MODULE
 +
{
 +
name = KASModuleGrapplingHook
 +
partBreakForce = 6
 +
staticBreakForce = 15
 +
aboveDist = 0.05
 +
  forceNeeded = 4
 +
attachToPart = true
 +
rayDir = (0,-1,0)
 +
rayLenght = 0.8
 +
}
  
 +
</pre>
 
|-
 
|-
| chargeRate ||  || 
+
|
Amount of resource provided per second at 100% output.  Positive values only, please.
+
{|class="wikitable"
 
 
|-
 
| powerCurve ||  || 
 
powerCurve is a special call consisting of subtypes called [key].  Each [key] uses four numbers to define what it will do at a specific distance from a source.  In the case of solar panels, where powerCurve is typically used, there are typically 4 [key]s.  [powerCurve] defines the rate at which resources are provided relative to the [chargeRate] and distance from the specified source (ie. Kerbol)
 
* 206000000000 0.00 0 0
 
* 013599840256 1.00 0 0
 
* 068773560320 0.50 0 0
 
* 000000000000 10.0 0 0
 
|}
 
  
=== ModuleWheel ===
+
==== KASModuleWinch ====
{|class="wikitable"
 
 
! variable !! example !! definition
 
! variable !! example !! definition
 
|-
 
|-
 +
| maxLenght ||
 +
* 50
 +
* 80
 +
|| unknown
 
|-
 
|-
| hasMotor ||   ||  
+
| cableSpring ||
true or false
+
* 1000
 +
||  
 
|-
 
|-
| resourceName ||   ||  
+
| cableDamper ||
ElectricCharge
+
* 0.1
 +
||  
 
|-
 
|-
| resourceConsumptionRate ||   ||  
+
| cableWidth ||
1.0
+
* 0.04
 +
||  
 
|-
 
|-
| canSteer ||   ||  
+
| motorMaxSpeed ||
true
+
* 2
 +
||  
 
|-
 
|-
| controlAxisType ||   ||  
+
| motorAcceleration ||
Forward
+
* 0.05
 +
||  
 
|-
 
|-
| steeringModeType ||   ||  
+
| powerDrain ||
AutomaticSteer
+
* 0.5
TankSteer
+
* 0.3
 +
||  
 
|-
 
|-
| brakeTorque ||   ||  
+
| headTransformName ||
300
+
* head
 +
||  
 
|-
 
|-
| brakeSpeed ||   ||  
+
| headPortNodeName ||
1.2
+
* portNode
 +
||  
 
|-
 
|-
| impactTolerance ||   ||  
+
| connectedPortNodeName ||
2000
+
* bottom
 +
* front
 +
||  
 
|-
 
|-
| overSpeedDamage ||   ||  
+
| anchorNodeName ||
60
+
* anchorNode
 +
||  
 
|-
 
|-
| WHEEL ||   ||  
+
| evaGrabHeadPos ||
 +
* (0.05, 0.01, -0.11)
 +
||  
 
|-
 
|-
| wheelName || ||  
+
| evaGrabHeadDir ||
wheel
+
* (0,0,1)
 +
||  
 
|-
 
|-
| wheelColliderName || ||  
+
| evaDropHeadPos ||
wheelCollider
+
* (0.05, 0.01, -0.16)
 +
||  
 
|-
 
|-
| suspensionTransformName || ||  
+
| evaDropHeadRot ||
suspensionTraverse
+
* (180.0, 0.0, 0.0)
 +
||  
 
|-
 
|-
| suspensionNeutralPointName || ||  
+
| ejectEnabled ||
suspensionNeutralPoint
+
* true
 +
* false
 +
||  
 
|-
 
|-
| damagedObjectName || ||  
+
| ejectForce ||
bustedwheel
+
* 20
 +
||  
 
|-
 
|-
| rotateX || ||  
+
| lockMinDist ||
0
+
* 0.12
 +
||  
 
|-
 
|-
| rotateY || ||  
+
| lockMinFwdDot ||
1
+
* 0.90
 +
||  
 
|-
 
|-
| rotateZ || ||
 
0
 
|-
 
| steeringCurve ||  || 
 
keys, 0 16
 
10 9
 
30 2
 
|-
 
| torqueCurve ||  || 
 
keys
 
0 250 0 0
 
20 100 0 0
 
30 14 0 0
 
34 0 0 0
 
 
 
|}
 
|}
  
=== FXModuleLookAtConstraint ===
+
||
|-
+
<pre>
| CONSTRAINLOOKFX ||   || 
+
MODULE
|-
+
{
| targetName || ||
+
name = KASModuleWinch
|-
+
maxLenght = 50
| rotatorsName || ||
+
cableSpring = 1000
 
+
cableDamper = 0.1
|}
+
cableWidth = 0.04
=== FXModuleConstrainPosition ===
+
motorMaxSpeed = 2
{|class="wikitable"
+
motorAcceleration = 0.05
! variable !! example !! definition
+
powerDrain = 0.5
|-
+
headTransformName = head
| matchRotation ||  || 
+
  headPortNodeName = portNode
true or false
+
connectedPortNodeName = bottom
|-
+
anchorNodeName = anchorNode
| matchPosition ||  || 
+
  evaGrabHeadPos = (0.05, 0.01, -0.11)
true or false
+
  evaGrabHeadDir = (0,0,1)
|-
+
evaDropHeadPos = (0.05, 0.01, -0.16)
| CONSTRAINFX ||  || 
+
  evaDropHeadRot = (180.0, 0.0, 0.0)
|-
+
ejectEnabled = true
| targetName || ||
+
ejectForce = 20
steering
+
lockMinDist = 0.12
|-
+
lockMinFwdDot = 0.90
| moversName || ||
+
}
lateral
 
 
 
 
 
|}
 
 
 
=== ModuleAnchoredDecoupler ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
|-
 
| anchorName ||  ||  anchor
 
|-
 
| ejectionForce ||  ||  450
 
|-
 
| explosiveNodeID ||  ||  specifies the location of the explosion.
 
|-
 
| srf ||  || surface of the attachment
 
|}
 
 
 
=== ModuleDecouple ===
 
{|class="wikitable"
 
! variable !! sample !! definition
 
|-
 
| isOmniDecoupler ||
 
* true
 
* '''false'''  
 
|| Specifies whether this decoupler separates on both ends or not. Defaults to false.
 
|-
 
| ejectionForce || 100 || specifies the DeltaV with which the part separates
 
|-
 
| explosiveNodeID ||
 
* top
 
* srf  
 
|| for non-OmniDecouplers, specifics the Node of separation
 
|}
 
 
 
== MODULES POSSIBLY FROM MODS ==
 
defining a module has it's own problems, of course, and I'm no expert, but I did find this along the way:
 
 
 
  
 
+
</pre>
MODULE:NEEDS[KAS]
 
for the module|}
 
=== KASModuleContainer ===
 
{|class="wikitable"
 
! variable !! example !! definition
 
|-
 
|-
 
| maxSize ||  || 
 
specifies the size of the container relative to Kerbal Attachment System parts.
 
|-
 
| maxOpenDistance ||  || 
 
|-
 
| sndStorePath ||  || 
 
KAS/Sounds/hookBayStore
 
|-
 
| sndOpenPath ||  || 
 
KAS/Sounds/containerOpen
 
|-
 
| sndClosePath ||  || 
 
KAS/Sounds/containerClose
 
 
|-
 
|-
| bipWrongSndPath ||  || 
 
KAS/Sounds/bipwrong
 
 
|}
 
|}

Latest revision as of 23:44, 28 December 2014

MODULES FROM MODS

Defining a module is a task in and of itself and one that I'm sure has already been covered in other places. Many modules defined by mods are duplicating effects that could be created with stock modules, but for one reason or another, the mod owner has decided to create their own modules (possibly for degree of control, possibly because the stock module didn't quite do everything they needed). In any event, I've looked at some of the Mod modules, and detailed them below. By mod, they are:

Kerbal Assembly System

Kerbal Assembly System is most noted for adding the option to grab and move parts using Kerbals. It also allows for storage of certain parts in containers.

MODULE:NEEDS[KAS] for the module

KASModuleContainer

Specifies that this part can serve as a container for other parts, and how much storage space the part has. Also included is an interaction distance. Kerbals must be this close or closer to open the container. Lots of sounds.

variable example definition
maxSize
  • 5
  • 20
  • 80
specifies the size of the container relative to Kerbal Attachment System parts.
maxOpenDistance
  • 1
  • 5
Kerbals must be at least this close (in meters) in order to open the container
sndStorePath
  • KAS/Sounds/hookBayStore
sound stuff
sndOpenPath
  • KAS/Sounds/containerOpen
sound stuff for opening the container
sndClosePath
  • KAS/Sounds/containerClose
sound stuff for closing the container
bipWrongSndPath
  • KAS/Sounds/bipwrong
sound stuff
MODULE
{
 name = KASModuleContainer
 maxSize = 80
}

ModuleConnectedLivingSpace

variable example definition
passable
  • true
  • false
specifies whether Kerbals can commute to parts connected to this part
passableWhenSurfaceAttached
  • true
  • false
can be passed through even when connected to the ground?
MODULE
{
 name = ModuleConnectedLivingSpace
 passable = true
 passableWhenSurfaceAttached = true 
}

KASModuleGrab

variable example definition
evaPartPos
  • (0.0, 0.40, -0.40)
  • (0.0, 0.0, -0.15)
three dimensional array, offset for carrying
evaPartDir
  • (0,0,-1)
three dimensional array for orientation
storable
  • true
  • false
specifies whether the part can be stored
storedSize
  • 20
  • 14
specifies whether the part can be stored
attachOnPart
  • true
  • false
uncertain
attachOnEva
  • true
  • false
unsure
attachOnStatic
  • True
  • False
unsure
customGroundPos
  • True
  • False
unsure
attachNodeName
  • bottom
unsure
dropPartPos
  • (0.0, -0.2, -0.7)
unsure
dropPartRot
  • (-10.0, 0.0, 0.0)
unsure
bayType
  • hookbay
unsure
bayNode
  • top
unsure
bayRot
  • (0.0., 0.0, 0.0)
something to do with rotation
attachSendMsgOnly
  • true
  • false
unknown
MODULE
{
name = KASModuleGrab            
evaPartPos = (0.0, 0.40, -0.40)        
evaPartDir = (0,0,-1)
storable = true
storedSize  = 20
attachOnPart = true
attachOnEva = true
bayType = hookBay
bayNode = top
bayRot = (0.0, 0.0, 0.0)
}

KASModulePartBay

variable example definition
BAY {}
attachNode
  • top
  • bottom
attachment placement
type
  • containerA
  • container
  • hookBay
MODULE
{
 name = KASModulePartBay
 BAY
 {
  attachNode = top
  type = containerA
  type = containerB
 }
}

KASModulePort

variable example definition
attachNode
  • top
unsure
nodeType
  • kasplug
unknown
breakForce
  • 30
unknown
nodeTransformName
  • plugNode
unknown
MODULE
{
 name = KASModulePort
 attachNode = top
 nodeType = kasplug
 breakForce = 30
 nodeTransformName = plugNode
}

KASModuleAnchor

variable example definition

This module will set a custom drag value when the part touch the ground.

groundDrag
  • 500
Drag value of the anchor when it touch the ground
bounciness
  • 0
Bounciness of the anchor
dynamicFriction
  • 0.8
Dynamic friction of the anchor when it touch the ground
staticFriction
  • 0.8
Static friction of the anchor when it touch the ground
MODULE
{
 name = KASModuleAnchor
 groundDrag = 500
 bounciness = 0
 dynamicFriction = 0.8 
 staticFriction = 0.8
}

KASModuleMagnet

This module will make the part acting like a magnet, collided part will be automatically attached. Only work when attached on a winch.

variable example definition
breakForce
  • 10
The force that needs to be applied on the magnet joint to break.
attachToEva
  • true
  • false
Disable/enable attraction of eva
minFwdDot
  • 0.998
Minimum magnet alignement needed to attach (1 is perfectly aligned)
powerDrain
  • 4
Power consumption when the magnet is used
MODULE
{
 name = KASModuleMagnet
 breakForce = 10
 attachToEva = False
 minFwdDot = 0.998
 powerDrain = 4
}

KASModuleStrut

variable example definition
nodeTransform
  • pipeNode
  • strutNode
unknown
type
  • PipeSize1
  • StrutSize1
Unkown
maxLength
  • 20
  • 8
unknown
maxAngle
  • 100
unknown
breakForce
  • 10
unknown
allowDock
  • true
  • false
unknown
allowPumpFuel
  • true
  • false
unknown
hasCollider
  • true
  • false
unknown
tubeScale
  • 0.15
unknown
jointScale
  • 0.15
unknown
textureTiling
  • 1
  • 4
unknown
tubeSrcType
  • Joined
  • Rounded
Unknown
tubeTgtType
  • Joined
  • Rounded
unknown
evaStrutPos
  • (0.05, 0.059, -0.21)
unknown
evaStrutRot
  • (190.0, 0.0, 0.0)
unknown
tubeTexPath
  • KAS/Textures/pipe
unknown
MODULE
{
 name = KASModuleStrut 
 nodeTransform = pipeNode
 type = PipeSize1 
 maxLenght = 20
 maxAngle = 100
 breakForce = 10
 allowDock = true
 allowPumpFuel = true
 hasCollider = false
 tubeScale = 0.15
 jointScale = 0.15
 textureTiling = 1
 tubeSrcType = Joined
 tubeTgtType = Joined
 evaStrutPos = (0.05, 0.059, -0.21)
 evaStrutRot = (190.0, 0.0, 0.0)
        tubeTexPath = KAS/Textures/pipe
}

KASModuleGrapplingHook

This module will make the part acting like a grappling-hook, any collided part in front of the grapple will be automatically attached if the inpact is strong enough. Only work when attached on a winch.

variable example definition
partBreakForce
  • 6
The force that needs to be applied on the grapple/part joint to break.
staticBreakForce
  • 15
The force that needs to be applied on the grapple/static joint to break.
aboveDist
  • 0.05
Distance from the attach point to the center of the part
forceNeeded
  • 4
Collision force needed to attach the grapple.
attachToPart
  • true
  • false
Disable/enable attachment on parts.
rayDir
  • (0,-1,0)
Direction of the attach raycast. Attachment will be done only with objects in that direction.
rayLenght
  • 0.8
Attach ray lenght.
MODULE
{
 name = KASModuleGrapplingHook
 partBreakForce = 6
 staticBreakForce = 15
 aboveDist = 0.05
 forceNeeded = 4
 attachToPart = true
 rayDir = (0,-1,0) 
 rayLenght = 0.8
}

KASModuleWinch

variable example definition
maxLenght
  • 50
  • 80
unknown
cableSpring
  • 1000
cableDamper
  • 0.1
cableWidth
  • 0.04
motorMaxSpeed
  • 2
motorAcceleration
  • 0.05
powerDrain
  • 0.5
  • 0.3
headTransformName
  • head
headPortNodeName
  • portNode
connectedPortNodeName
  • bottom
  • front
anchorNodeName
  • anchorNode
evaGrabHeadPos
  • (0.05, 0.01, -0.11)
evaGrabHeadDir
  • (0,0,1)
evaDropHeadPos
  • (0.05, 0.01, -0.16)
evaDropHeadRot
  • (180.0, 0.0, 0.0)
ejectEnabled
  • true
  • false
ejectForce
  • 20
lockMinDist
  • 0.12
lockMinFwdDot
  • 0.90
MODULE
{
 name = KASModuleWinch
 maxLenght = 50
 cableSpring = 1000
 cableDamper = 0.1
 cableWidth = 0.04
 motorMaxSpeed = 2
 motorAcceleration = 0.05
 powerDrain = 0.5
 headTransformName = head
 headPortNodeName = portNode
 connectedPortNodeName = bottom
 anchorNodeName = anchorNode
 evaGrabHeadPos = (0.05, 0.01, -0.11)
 evaGrabHeadDir = (0,0,1)
 evaDropHeadPos = (0.05, 0.01, -0.16)
 evaDropHeadRot = (180.0, 0.0, 0.0)
 ejectEnabled = true
 ejectForce = 20
 lockMinDist = 0.12
 lockMinFwdDot = 0.90
}


Universal Storage

Universal Storage. By the by: Excellently documented!

ModuleAnimator

Animation module.

variable example definition
animationName
  • Take 001
Name of the animation from the model.
guiEnableName
  • Wedge Locks Off
Part tooltip name to display for deployment
guiDisableName
  • Wedge Locks Off
Part tooltip name to display for retraction
actionEnableName
  • Wedge Locks Off
Action group name for deployment
actionDisableName
  • Wedge Locks On
Action group name for retraction
animationSpeed
  • 100000
Speed of the animation
oneShot
  • true
  • false
If the animation can only be played once
activeEditor
  • true
  • false
If the part toolitp is visible in the editor
activeFlight
  • true
  • false
If the part tooltip is visible in flight
activeUnfocused
  • true
  • false
If the part tooltip is visible from EVA
unfocusedRange
  • 5
EVA visible range
 MODULE
 {
  name = ModuleAnimator
  animationName = Take 001
  guiEnableName = Wedge Locks Off
  guiDisableName = Wedge Locks On
  actionEnableName = Wedge Locks Off 
  actionDisableName = Wedge Locks On 
  
  animationSpeed = 100000
  oneShot = false
  activeEditor = true
  activeFlight = false
  activeUnfocused = false
  unfocusedRange = 5
 }

REGO_ModuleResourceConverter

variable example definition
ConverterName
  • Water Electrolizer
Flavor Text
StartActioName
  • Start Water Electrolizer
Flavor Text
StopActioName
  • Stop Water Electrolizer
Flavor Text
RecipeInputs
  • ElectricCharge, 14, Water, 0.0000176697
RecipeOutputs
  • Hydrogen, 0.0219907427, True, Oxygen, 0.0109953713, False
MODULE
{
  name = REGO_ModuleResourceConverter
  ConverterName = Water Electrolizer
  StartActionName = Start Water Electrolizer
  StopActionName = Stop Water Electrolizer
  RecipeInputs = ElectricCharge, 14, Water, 0.0000176697
  RecipeOutputs = Hydrogen, 0.0219907427, True, Oxygen, 0.0109953713, False
}

Umbra Space Industries: ExpPack

USI is widely known for building an entire add-on family of interconnected and cross-supported parts and extensions. Here we detail mods added by the ExpPack.

USI_ClearIVA

No calls.

MODULE
{
 name = USI_ClearIVA
}

ModuleConnectedLivingSpace

variable example definition
passable
  • true
  • false
specifies whether Kerbals can commute to parts connected to this part
passableWhenSurfaceAttached
  • true
  • false
can be passed through even when connected to the ground?
MODULE
{
 name = ModuleConnectedLivingSpace
 passable = true
 passableWhenSurfaceAttached = true 
}

KASModuleGrab

variable example definition
evaPartPos
  • (0.0, 0.40, -0.40)
  • (0.0, 0.0, -0.15)
three dimensional array, offset for carrying
evaPartDir
  • (0,0,-1)
three dimensional array for orientation
storable
  • true
  • false
specifies whether the part can be stored
storedSize
  • 20
  • 14
specifies whether the part can be stored
attachOnPart
  • true
  • false
uncertain
attachOnEva
  • true
  • false
unsure
attachOnStatic
  • True
  • False
unsure
customGroundPos
  • True
  • False
unsure
attachNodeName
  • bottom
unsure
dropPartPos
  • (0.0, -0.2, -0.7)
unsure
dropPartRot
  • (-10.0, 0.0, 0.0)
unsure
bayType
  • hookbay
unsure
bayNode
  • top
unsure
bayRot
  • (0.0., 0.0, 0.0)
something to do with rotation
attachSendMsgOnly
  • true
  • false
unknown
MODULE
{
name = KASModuleGrab            
evaPartPos = (0.0, 0.40, -0.40)        
evaPartDir = (0,0,-1)
storable = true
storedSize  = 20
attachOnPart = true
attachOnEva = true
bayType = hookBay
bayNode = top
bayRot = (0.0, 0.0, 0.0)
}

KASModulePartBay

variable example definition
BAY {}
attachNode
  • top
  • bottom
attachment placement
type
  • containerA
  • container
  • hookBay
MODULE
{
 name = KASModulePartBay
 BAY
 {
  attachNode = top
  type = containerA
  type = containerB
 }
}

KASModulePort

variable example definition
attachNode
  • top
unsure
nodeType
  • kasplug
unknown
breakForce
  • 30
unknown
nodeTransformName
  • plugNode
unknown
MODULE
{
 name = KASModulePort
 attachNode = top
 nodeType = kasplug
 breakForce = 30
 nodeTransformName = plugNode
}

KASModuleAnchor

variable example definition

This module will set a custom drag value when the part touch the ground.

groundDrag
  • 500
Drag value of the anchor when it touch the ground
bounciness
  • 0
Bounciness of the anchor
dynamicFriction
  • 0.8
Dynamic friction of the anchor when it touch the ground
staticFriction
  • 0.8
Static friction of the anchor when it touch the ground
MODULE
{
 name = KASModuleAnchor
 groundDrag = 500
 bounciness = 0
 dynamicFriction = 0.8 
 staticFriction = 0.8
}

KASModuleMagnet

This module will make the part acting like a magnet, collided part will be automatically attached. Only work when attached on a winch.

variable example definition
breakForce
  • 10
The force that needs to be applied on the magnet joint to break.
attachToEva
  • true
  • false
Disable/enable attraction of eva
minFwdDot
  • 0.998
Minimum magnet alignement needed to attach (1 is perfectly aligned)
powerDrain
  • 4
Power consumption when the magnet is used
MODULE
{
 name = KASModuleMagnet
 breakForce = 10
 attachToEva = False
 minFwdDot = 0.998
 powerDrain = 4
}

KASModuleStrut

variable example definition
nodeTransform
  • pipeNode
  • strutNode
unknown
type
  • PipeSize1
  • StrutSize1
Unkown
maxLength
  • 20
  • 8
unknown
maxAngle
  • 100
unknown
breakForce
  • 10
unknown
allowDock
  • true
  • false
unknown
allowPumpFuel
  • true
  • false
unknown
hasCollider
  • true
  • false
unknown
tubeScale
  • 0.15
unknown
jointScale
  • 0.15
unknown
textureTiling
  • 1
  • 4
unknown
tubeSrcType
  • Joined
  • Rounded
Unknown
tubeTgtType
  • Joined
  • Rounded
unknown
evaStrutPos
  • (0.05, 0.059, -0.21)
unknown
evaStrutRot
  • (190.0, 0.0, 0.0)
unknown
tubeTexPath
  • KAS/Textures/pipe
unknown
MODULE
{
 name = KASModuleStrut 
 nodeTransform = pipeNode
 type = PipeSize1 
 maxLenght = 20
 maxAngle = 100
 breakForce = 10
 allowDock = true
 allowPumpFuel = true
 hasCollider = false
 tubeScale = 0.15
 jointScale = 0.15
 textureTiling = 1
 tubeSrcType = Joined
 tubeTgtType = Joined
 evaStrutPos = (0.05, 0.059, -0.21)
 evaStrutRot = (190.0, 0.0, 0.0)
        tubeTexPath = KAS/Textures/pipe
}

KASModuleGrapplingHook

This module will make the part acting like a grappling-hook, any collided part in front of the grapple will be automatically attached if the inpact is strong enough. Only work when attached on a winch.

variable example definition
partBreakForce
  • 6
The force that needs to be applied on the grapple/part joint to break.
staticBreakForce
  • 15
The force that needs to be applied on the grapple/static joint to break.
aboveDist
  • 0.05
Distance from the attach point to the center of the part
forceNeeded
  • 4
Collision force needed to attach the grapple.
attachToPart
  • true
  • false
Disable/enable attachment on parts.
rayDir
  • (0,-1,0)
Direction of the attach raycast. Attachment will be done only with objects in that direction.
rayLenght
  • 0.8
Attach ray lenght.
MODULE
{
 name = KASModuleGrapplingHook
 partBreakForce = 6
 staticBreakForce = 15
 aboveDist = 0.05
 forceNeeded = 4
 attachToPart = true
 rayDir = (0,-1,0) 
 rayLenght = 0.8
}

KASModuleWinch

variable example definition
maxLenght
  • 50
  • 80
unknown
cableSpring
  • 1000
cableDamper
  • 0.1
cableWidth
  • 0.04
motorMaxSpeed
  • 2
motorAcceleration
  • 0.05
powerDrain
  • 0.5
  • 0.3
headTransformName
  • head
headPortNodeName
  • portNode
connectedPortNodeName
  • bottom
  • front
anchorNodeName
  • anchorNode
evaGrabHeadPos
  • (0.05, 0.01, -0.11)
evaGrabHeadDir
  • (0,0,1)
evaDropHeadPos
  • (0.05, 0.01, -0.16)
evaDropHeadRot
  • (180.0, 0.0, 0.0)
ejectEnabled
  • true
  • false
ejectForce
  • 20
lockMinDist
  • 0.12
lockMinFwdDot
  • 0.90
MODULE
{
 name = KASModuleWinch
 maxLenght = 50
 cableSpring = 1000
 cableDamper = 0.1
 cableWidth = 0.04
 motorMaxSpeed = 2
 motorAcceleration = 0.05
 powerDrain = 0.5
 headTransformName = head
 headPortNodeName = portNode
 connectedPortNodeName = bottom
 anchorNodeName = anchorNode
 evaGrabHeadPos = (0.05, 0.01, -0.11)
 evaGrabHeadDir = (0,0,1)
 evaDropHeadPos = (0.05, 0.01, -0.16)
 evaDropHeadRot = (180.0, 0.0, 0.0)
 ejectEnabled = true
 ejectForce = 20
 lockMinDist = 0.12
 lockMinFwdDot = 0.90
}