Difference between revisions of "Module"
Joshuadery (talk | contribs) (→MultiModeEngine) |
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− | 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. If you are a new part designer, modder, engineer, or someone else who makes parts, please check the STOCK modules list '''before''' designing a new module. Each additional module increases the CPU workload and reduces FPS and Physics. | + | 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. If you are a new part designer, modder, engineer, or someone else who makes parts, please check the STOCK modules list '''before''' designing a new module. Each additional module increases the CPU workload and reduces FPS and Physics. All 0.90 stock modules are now included. |
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=== CModuleFuelLine === | === CModuleFuelLine === | ||
− | No known arguments or variables at this time | + | No known arguments or variables at this time. This module is used by fuelLine, presumably to specify that it is fuel Transfer enabled. More research is clearly called for. This module is new in 0.90. |
|| | || | ||
<pre> | <pre> | ||
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=== CModuleLinkedMesh === | === CModuleLinkedMesh === | ||
+ | This module is new in 0.90 and is used by fuelLine and strutConnector, presumably to created the variable length connectors between two parts (and add end caps on both sides). | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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=== CModuleStrut === | === CModuleStrut === | ||
+ | This module is new in 0.90 and is used by strutConnector, presumably to indicate that it is a structural support part. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== FlagDecal === | === FlagDecal === | ||
+ | Parts with this module have a place for a flag on their sides. You don't have to turn it on, but this is how it gets there. | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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| | | | ||
=== FXModuleAnimateThrottle === | === FXModuleAnimateThrottle === | ||
+ | Animation for engines and engine bells showing them as they fire up and operate, based on the amount of throttle applied. See ion Engines for a good example. | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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=== FXModuleConstrainPosition === | === FXModuleConstrainPosition === | ||
+ | I don't know what this does. | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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<pre> | <pre> | ||
MODULE | MODULE | ||
− | |||
{ | { | ||
name = FXModuleConstrainPosition | name = FXModuleConstrainPosition | ||
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moversName = lateral | moversName = lateral | ||
} | } | ||
− | |||
} | } | ||
</pre> | </pre> | ||
− | |||
|- | |- | ||
| | | | ||
=== FXModuleLookAtConstraint === | === FXModuleLookAtConstraint === | ||
+ | I don't know what this does either. | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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=== KerbalSeat === | === KerbalSeat === | ||
+ | This module makes the part have an EXTERIOR seat. | ||
{|class="wikitable" | {|class="wikitable" | ||
! variable !! example !! definition | ! variable !! example !! definition | ||
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=== LaunchClamp === | === LaunchClamp === | ||
+ | This module enables the part to hold a vessel in suspension on the launch pad. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleAlternator === | === ModuleAlternator === | ||
Specifies that this part produced a resource, based on the percentage of thrust produced by the engine. | Specifies that this part produced a resource, based on the percentage of thrust produced by the engine. | ||
− | |||
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|- | |- | ||
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|} | |} | ||
|} | |} | ||
− | |||
|| | || | ||
<pre> | <pre> | ||
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=== ModuleAnchoredDecoupler === | === ModuleAnchoredDecoupler === | ||
+ | This module specifies that the part is attached (anchored) to another part, and will decouple from yet a third part, forcing the third part away from it. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleAnimateGeneric === | === ModuleAnimateGeneric === | ||
+ | Generic Animations will be applied to parts with this module. This module is slowly replacing other animation modules as progression is made towards the release version of KSP. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleAnimateHeat === | === ModuleAnimateHeat === | ||
+ | This module specifies that heating animation will be applied to this part. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleAsteroid === | === ModuleAsteroid === | ||
+ | Because it has no procedures or calls, is new in [0.90] and only appears on a part that you must hack to have available, it is impossible to say for certain what this module does, but it has something to do with being an asteroid. | ||
no procedures or calls | no procedures or calls | ||
− | |||
|| | || | ||
<pre> | <pre> | ||
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=== ModuleControlSurface === | === ModuleControlSurface === | ||
+ | This module gives the part the ability to respond to inputs, generally used for aerodynamic parts to expose more or less effective surface to lift and braking forces in atmospheres. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleDataTransmitter === | === ModuleDataTransmitter === | ||
+ | This module specifies that the part acts as a transmitter of data, typically an antenna of some sort, for broadcasting science data back to the KSC. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleDecouple === | === ModuleDecouple === | ||
+ | ModuleDecouple is a slightly upgraded version of ModuleAnchoredDecoupler, and may replace it in the future. Allows for decouplers that separate from both parts to which it is attached. | ||
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! variable !! sample !! definition | ! variable !! sample !! definition | ||
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=== ModuleDeployableSolarPanel === | === ModuleDeployableSolarPanel === | ||
+ | Solar panels cannot deploy without this module. May be possible to use for other modules which unfold. Optionally specifies whether the part will automatically turn to face the sun. This is one place where you can say how a part breaks. | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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=== ModuleEngines === | === ModuleEngines === | ||
+ | Everything about your engine, all in one module! | ||
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! variable !! example !! definition | ! variable !! example !! definition | ||
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| | | | ||
=== ModuleEnginesFX === | === ModuleEnginesFX === | ||
+ | An (updated?) version of ModuleEngines. | ||
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! variable !! example !! definition | ! variable !! example !! definition |
Revision as of 17:04, 24 December 2014
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. If you are a new part designer, modder, engineer, or someone else who makes parts, please check the STOCK modules list before designing a new module. Each additional module increases the CPU workload and reduces FPS and Physics. All 0.90 stock modules are now included.
name | names define the module in use and are a general indication of what the module subtype does. Specific 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. |
Contents
- 1 STOCK MODULES
- 1.1 CModuleFuelLine
- 1.2 CModuleLinkedMesh
- 1.3 CModuleStrut
- 1.4 FlagDecal
- 1.5 FXModuleAnimateThrottle
- 1.6 FXModuleConstrainPosition
- 1.7 FXModuleLookAtConstraint
- 1.8 KerbalSeat
- 1.9 LaunchClamp
- 1.10 ModuleAlternator
- 1.11 ModuleAnchoredDecoupler
- 1.12 ModuleAnimateGeneric
- 1.13 ModuleAnimateHeat
- 1.14 ModuleAsteroid
- 1.15 ModuleCommand
- 1.16 ModuleControlSurface
- 1.17 ModuleDataTransmitter
- 1.18 ModuleDecouple
- 1.19 ModuleDeployableSolarPanel
- 1.20 ModuleDockingNode
- 1.21 ModuleEngines
- 1.22 ModuleEnginesFX
- 1.23 ModuleEnviroSensor
- 1.24 ModuleGenerator
- 1.25 ModuleGimbal
- 1.26 ModuleGrappleNode
- 1.27 ModuleJettison
- 1.28 ModuleLandingGear
- 1.29 ModuleLandingLeg
- 1.30 ModuleLight
- 1.31 ModuleParachute
- 1.32 ModuleRCS
- 1.33 ModuleReactionWheel
- 1.34 ModuleResourceIntake
- 1.35 ModuleSAS
- 1.36 ModuleScienceContainer
- 1.37 ModuleScienceExperiment
- 1.38 ModuleScienceLab
- 1.39 ModuleSteering
- 1.40 ModuleTestSubject
- 1.41 ModuleWheel
- 1.42 MultiModeEngine
- 1.43 RetractableLadder
- 2 MODULES POSSIBLY FROM MODS
STOCK MODULES
explanation | code examples | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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CModuleFuelLineNo known arguments or variables at this time. This module is used by fuelLine, presumably to specify that it is fuel Transfer enabled. More research is clearly called for. This module is new in 0.90. |
MODULE { name = CModuleFuelLine } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CModuleLinkedMeshThis module is new in 0.90 and is used by fuelLine and strutConnector, presumably to created the variable length connectors between two parts (and add end caps on both sides).
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MODULE { name = CModuleLinkedMesh lineObjName = obj_line targetAnchorName = obj_targetAnchor anchorCapName = obj_anchorCap targetCapName = obj_targetCap } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CModuleStrutThis module is new in 0.90 and is used by strutConnector, presumably to indicate that it is a structural support part.
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MODULE { name = CModuleStrut linearStrength = 150 angularStrength = 150 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FlagDecalParts with this module have a place for a flag on their sides. You don't have to turn it on, but this is how it gets there.
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MODULE { name = FlagDecal textureQuadName = flagTransform } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FXModuleAnimateThrottleAnimation for engines and engine bells showing them as they fire up and operate, based on the amount of throttle applied. See ion Engines for a good example.
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MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FXModuleConstrainPositionI don't know what this does.
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MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = lateral } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
FXModuleLookAtConstraintI don't know what this does either.
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MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp2-1 rotatorsName = susp2-2 } CONSTRAINLOOKFX { targetName = susp2-2 rotatorsName = susp2-1 } CONSTRAINLOOKFX { targetName = susp1-2 rotatorsName = susp1-1 } CONSTRAINLOOKFX { targetName = susp1-1 rotatorsName = susp1-2 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
KerbalSeatThis module makes the part have an EXTERIOR seat.
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MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
LaunchClampThis module enables the part to hold a vessel in suspension on the launch pad.
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MODULE { name = LaunchClamp trf_towerPivot_name = obj_girdercap trf_towerStretch_name = obj_girder trf_anchor_name = obj_ground trf_animationRoot_name = launchclamp anim_decouple_name = launchclamp } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleAlternatorSpecifies that this part produced a resource, based on the percentage of thrust produced by the engine.
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MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleAnchoredDecouplerThis module specifies that the part is attached (anchored) to another part, and will decouple from yet a third part, forcing the third part away from it.
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MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 450 explosiveNodeID = srf } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleAnimateGenericGeneric Animations will be applied to parts with this module. This module is slowly replacing other animation modules as progression is made towards the release version of KSP.
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MODULE { name = ModuleAnimateGeneric animationName = dish isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleAnimateHeatThis module specifies that heating animation will be applied to this part.
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MODULE { name = ModuleAnimateHeat ThermalAnim = HeatAnimatioEmissiveLiquidEngine3 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleAsteroidBecause it has no procedures or calls, is new in [0.90] and only appears on a part that you must hack to have available, it is impossible to say for certain what this module does, but it has something to do with being an asteroid. no procedures or calls |
MODULE { name = ModuleAsteroid } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleCommandApplies Command to vessels
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MODULE { name = ModuleCommand minimumCrew = 1 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleControlSurfaceThis module gives the part the ability to respond to inputs, generally used for aerodynamic parts to expose more or less effective surface to lift and braking forces in atmospheres.
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MODULE { name = ModuleControlSurface dragCoeff = 0.5 deflectionLiftCoeff = 0.7 ctrlSurfaceRange = 20 ctrlSurfaceArea = 0.95 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleDataTransmitterThis module specifies that the part acts as a transmitter of data, typically an antenna of some sort, for broadcasting science data back to the KSC.
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MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleDecoupleModuleDecouple is a slightly upgraded version of ModuleAnchoredDecoupler, and may replace it in the future. Allows for decouplers that separate from both parts to which it is attached.
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MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = srf } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleDeployableSolarPanelSolar panels cannot deploy without this module. May be possible to use for other modules which unfold. Optionally specifies whether the part will automatically turn to face the sun. This is one place where you can say how a part breaks.
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MODULE { name = ModuleDeployableSolarPanel animationName = solarpanels2 resourceName = ElectricCharge chargeRate = 2 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleDockingNodeA module for docking ports
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MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleEnginesEverything about your engine, all in one module!
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MODULE { name = ModuleEngines thrustVectorTransform Name = thrustTransform throttleLocked = True exhaustDamage = True allowShutdown = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 18 heatProduction = 550 fxOffset = 0, 0, 0.02 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 100 key = 1 100 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleEnginesFXAn (updated?) version of ModuleEngines.
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MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 30 heatProduction = 150 fxOffset = 0, 0, 0.125 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 300 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleEnviroSensor
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MODULE { name = ModuleEnviroSensor sensorType = ACC } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleGenerator
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MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleGimbal
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MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleGrappleNode
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MODULE { name = ModuleGrappleNode nodeTransformName = ArticulatedCap deployAnimationController = 1 nodeType = size1 captureRange = 0.05 captureMinFwdDot = 0.866 captureMaxRvel = 1 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleJettisonspecifies that pieces of this craft are able to be jettisoned, what they are and how to jettison them
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MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleLandingGear
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MODULE { name = ModuleLandingGear BrakeTorque = 12 BrakeSpeed = 3 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleLandingLeg
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MODULE { name = ModuleLandingLeg animationName = Deploy wheelColliderName = wheelCollider suspensionTransformName = Piston orientFootToGround = true landingFootName = foot // Foot is aligned to up Axis instead of forward alignFootUp = true suspensionUpperLimit = 0.60 impactTolerance = 300 suspensionSpring = 1.25 suspensionDamper = 1 suspensionOffset = 0, 0.02,0 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleLight
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MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation resourceAmount = 0.02 useResources = true } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleParachute
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MODULE { name = ModuleParachute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 1 semiDeploymentSpeed = 1 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleRCSNote: ModuleRCS can use either a single resource, or a series of PROPELLANT calls.
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MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 12 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 140 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleReactionWheel
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MODULE { name = ModuleReactionWheel PitchTorque = 30 YawTorque = 30 RollTorque = 30 RESOURCE { name = ElectricCharge rate = 0.6 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleResourceIntakeUsed to create a part that produces a resource.
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MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.006 intakeSpeed = 10 intakeTransformName = Intake } |
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ModuleSASno 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. NOTE: [0.90] added SASServiceLevel (0-3)
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MODULE { name = ModuleSAS SASServiceLevel = 1 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleScienceContainer
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MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleScienceExperiment
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MODULE { name = ModuleScienceExperiment experimentID = atmosphereAnalysis experimentActionName = Run Atmosphere Analysis resetActionName = Discard Data reviewActionName = Review Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 0.35 dataIsCollectable = True collectActionName = Download Data interactionRange = 1.2 } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleScienceLab
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MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataTransmissionBoost = 1.15 crewsRequired = 2 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleSteering
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MODULE { name = ModuleSteering controlAxisType = Forward steeringAxis = 0, 0, 1 steeringTransformName = Steering steeringLocked = true steeringCurve { key = 0 16 key = 10 9 key = 30 2 key = 100 1 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleTestSubjectUsed 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.
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MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = False useEvent = True } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ModuleWheel
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MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 0.5 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 180 brakeSpeed = 1.0 impactTolerance = 65 overSpeedDamage = 20 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 0 rotateY = 1 rotateZ = 0 } steeringCurve { key = 0 18 key = 15 6 } torqueCurve { key = 0 170 0 0 key = 2.5 100 0 0 key = 12 0 0 0 } } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MultiModeEngine
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MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle }
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RetractableLadder
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MODULE { name = RetractableLadder ladderAnimationRootName = TelusBay ladderColliderName = ladderCollider ladderRetractAnimationName = Retract } | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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:
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
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MODULE { name = KASModuleContainer maxSize = 80 } |