Difference between revisions of "Parts/Utility/GrapplingDevice/part.cfg"

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m (BobBot moved page Parts/NASAmission/GrapplingDevice/part.cfg to Parts/Utility/GrapplingDevice/part.cfg without leaving a redirect: Renamed part configuration file after update.)
m (Remove comment)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{Part config|Advanced Grabbing Unit|2=PART
 
{{Part config|Advanced Grabbing Unit|2=PART
 
{
 
{
name = GrapplingDevice
+
name = GrapplingDevice
module = Part
+
module = Part
author = Squad
+
author = Squad
 
+
mesh = GrapplingArm.mu
mesh = model.mu
+
scale = 1
scale = 1
+
node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1
 
+
node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1
+
TechRequired = actuators
node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1
+
entryCost = 5200
 
+
cost = 450
TechRequired = actuators
+
category = Coupling
entryCost = 5200
+
subcategory = 0
 
+
title = #autoLOC_500861 //#autoLOC_500861 = Advanced Grabbing Unit
cost = 450
+
manufacturer = #autoLOC_501649 //#autoLOC_501649 = Kerbal Motion LLC
category = Utility
+
description = #autoLOC_500862 //#autoLOC_500862 = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!"
subcategory = 0
+
attachRules = 1,1,0,0,0
title = Advanced Grabbing Unit
+
mass = 0.075
manufacturer = Kerbal Motion LLC
+
dragModelType = default
description = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!"
+
maximum_drag = 0.3
 
+
minimum_drag = 0.2
attachRules = 1,1,0,0,0
+
angularDrag = 1
 
+
maxTemp = 2000 // = 3600
mass = 0.075
+
fuelCrossFeed = False
dragModelType = default
+
crashTolerance = 50
maximum_drag = 0.3
+
breakingForce = 50
minimum_drag = 0.2
+
breakingTorque = 50
angularDrag = 1
+
bulkheadProfiles = size1, srf
crashTolerance = 7
+
tags = #autoLOC_500863 //#autoLOC_500863 = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa
maxTemp = 3600  
+
MODULE
 
 
fuelCrossFeed = False
 
crashTolerance = 50
 
breakingForce = 50
 
breakingTorque = 50
 
 
 
MODULE
 
{
 
name = ModuleGrappleNode
 
 
nodeTransformName = ArticulatedCap
 
 
 
deployAnimationController = 1
 
nodeType = size1
 
 
captureRange = 0.05
 
captureMinFwdDot = 0.866
 
captureMaxRvel = 1
 
}
 
 
 
 
 
MODULE
 
{
 
name = ModuleAnimateGeneric
 
animationName = Deploy
 
startEventGUIName = Arm
 
endEventGUIName = Disarm
 
actionGUIName = Toggle Arming
 
}
 
 
 
MODULE
 
{
 
name = FXModuleLookAtConstraint
 
CONSTRAINLOOKFX
 
{
 
rotatorsName = Piston1
 
targetName = Sleeve1
 
}
 
CONSTRAINLOOKFX
 
{
 
rotatorsName = Sleeve1
 
targetName = Mounting1
 
}
 
 
 
CONSTRAINLOOKFX
 
 
{
 
{
rotatorsName = Piston2
+
name = ModuleGrappleNode
targetName = Sleeve2
+
nodeTransformName = ArticulatedCap
 +
deployAnimationController = 1
 +
nodeType = size1
 +
captureRange = 0.1
 +
captureMinFwdDot = 0.733
 +
captureMaxRvel = 1
 
}
 
}
CONSTRAINLOOKFX
+
MODULE
 
{
 
{
rotatorsName = Sleeve2
+
name = ModuleAnimateGeneric
targetName = Mounting2
+
animationName = Deploy
 +
startEventGUIName = #autoLOC_502073 //#autoLOC_502073 = Arm
 +
endEventGUIName = #autoLOC_502074 //#autoLOC_502074 = Disarm
 +
actionGUIName = #autoLOC_502075 //#autoLOC_502075 = Toggle Arming
 
}
 
}
 
+
MODULE
 
 
CONSTRAINLOOKFX
 
 
{
 
{
rotatorsName = Piston3
+
name = FXModuleLookAtConstraint
targetName = Sleeve3
+
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Piston1
 +
targetName = Sleeve1
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Sleeve1
 +
targetName = Mounting1
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Piston2
 +
targetName = Sleeve2
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Sleeve2
 +
targetName = Mounting2
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Piston3
 +
targetName = Sleeve3
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Sleeve3
 +
targetName = Mounting3
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Piston4
 +
targetName = Sleeve4
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = Sleeve4
 +
targetName = Mounting4
 +
}
 +
CONSTRAINLOOKFX
 +
{
 +
rotatorsName = BaseSleeve1
 +
targetName = MainSleeveLookTarget
 +
}
 
}
 
}
CONSTRAINLOOKFX
+
MODULE
 
{
 
{
rotatorsName = Sleeve3
+
name = FlagDecal
targetName = Mounting3
+
textureQuadName = flagTransform
 
}
 
}
 
+
MODULE
 
 
CONSTRAINLOOKFX
 
 
{
 
{
rotatorsName = Piston4
+
name = ModulePartVariants
targetName = Sleeve4
+
primaryColor = #000000
 +
secondaryColor = #ffffff
 +
baseDisplayName = #autoLOC_8007120
 +
baseThemeName = BlackAndWhite
 +
useMultipleDragCubes = false
 +
 +
VARIANT
 +
{
 +
name = Dark
 +
displayName = #autoLOC_8007117
 +
themeName = Dark
 +
primaryColor = #000000
 +
TEXTURE
 +
{
 +
mainTextureURL = Squad/Parts/Utility/GrapplingDevice/grabberDiffuse_dark
 +
_BumpMap= Squad/Parts/Utility/GrapplingDevice/grabberNRM
 +
 +
}
 +
}
 +
 
}
 
}
CONSTRAINLOOKFX
+
 +
MODULE
 
{
 
{
rotatorsName = Sleeve4
+
name = ModuleCargoPart
targetName = Mounting4
+
stackableQuantity = 1
 +
packedVolume = -1
 
}
 
}
 
CONSTRAINLOOKFX
 
{
 
rotatorsName = BaseSleeve1
 
targetName = MainSleeveLookTarget
 
}
 
 
 
 
 
}
 
 
MODULE
 
{
 
      name = FlagDecal
 
      textureQuadName = flagTransform
 
}
 
 
 
}
 
}
 
 
}}
 
}}

Latest revision as of 13:16, 11 October 2024

This is the configuration file for Advanced Grabbing Unit.
PART
{
	name = GrapplingDevice
	module = Part
	author = Squad
	mesh = GrapplingArm.mu
	scale = 1
	node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1
	node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1
	TechRequired = actuators
	entryCost = 5200
	cost = 450
	category = Coupling
	subcategory = 0
	title = #autoLOC_500861 //#autoLOC_500861 = Advanced Grabbing Unit
	manufacturer = #autoLOC_501649 //#autoLOC_501649 = Kerbal Motion LLC
	description = #autoLOC_500862 //#autoLOC_500862 = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!"
	attachRules = 1,1,0,0,0
	mass = 0.075
	dragModelType = default
	maximum_drag = 0.3
	minimum_drag = 0.2
	angularDrag = 1
	maxTemp = 2000 // = 3600
	fuelCrossFeed = False
	crashTolerance = 50
	breakingForce = 50
	breakingTorque = 50
	bulkheadProfiles = size1, srf
	tags = #autoLOC_500863 //#autoLOC_500863 = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa
	MODULE
	{
		name = ModuleGrappleNode
		nodeTransformName = ArticulatedCap
		deployAnimationController = 1
		nodeType = size1
		captureRange = 0.1
		captureMinFwdDot = 0.733
		captureMaxRvel = 1
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = Deploy
		startEventGUIName = #autoLOC_502073 //#autoLOC_502073 = Arm
		endEventGUIName = #autoLOC_502074 //#autoLOC_502074 = Disarm
		actionGUIName = #autoLOC_502075 //#autoLOC_502075 = Toggle Arming
	}
	MODULE
	{
		name = FXModuleLookAtConstraint
		CONSTRAINLOOKFX
		{
			rotatorsName = Piston1
			targetName = Sleeve1
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Sleeve1
			targetName = Mounting1
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Piston2
			targetName = Sleeve2
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Sleeve2
			targetName = Mounting2
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Piston3
			targetName = Sleeve3
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Sleeve3
			targetName = Mounting3
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Piston4
			targetName = Sleeve4
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = Sleeve4
			targetName = Mounting4
		}
		CONSTRAINLOOKFX
		{
			rotatorsName = BaseSleeve1
			targetName = MainSleeveLookTarget
		}
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagTransform
	}
	MODULE
	{
		name = ModulePartVariants
		primaryColor = #000000
		secondaryColor = #ffffff
		baseDisplayName = #autoLOC_8007120
		baseThemeName = BlackAndWhite
		useMultipleDragCubes = false
				
		VARIANT
		{
			name = Dark
			displayName = #autoLOC_8007117
			themeName = Dark
			primaryColor = #000000
			TEXTURE
			{
				mainTextureURL = Squad/Parts/Utility/GrapplingDevice/grabberDiffuse_dark
				_BumpMap= Squad/Parts/Utility/GrapplingDevice/grabberNRM
				
			}
		}
					
	}
		
	MODULE
	{
		name = ModuleCargoPart	
		stackableQuantity = 1
		packedVolume = -1
	}
}