Difference between revisions of "User:Joshuadery"

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(ModuleConnectedLivingSpace)
(ModuleConnectedLivingSpace)
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{|class="wikitable"
 
{|class="wikitable"
  
==== ModuleConnectedLivingSpace ====
+
==== KASModuleAnchor ====
 
! variable !! example !! definition
 
! variable !! example !! definition
 +
This module will set a custom drag value when the part touch the ground.
 
|-
 
|-
| passable ||
+
| groundDrag ||
* true
+
* 500
* false
+
|| Drag value of the anchor when it touch the ground
|| specifies whether Kerbals can commute to parts connected to this part
 
 
|-
 
|-
| passableWhenSurfaceAttached ||
+
| bounciness ||
* true
+
* 0
* false
+
|| Bounciness of the anchor
|| can be passed through even when connected to the ground?
+
|-
 +
| 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
 
|-
 
|-
 
|}
 
|}
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MODULE
 
MODULE
 
{
 
{
  name = ModuleConnectedLivingSpace
+
  name = KASModuleAnchor
  passable = true
+
  groundDrag = 500
  passableWhenSurfaceAttached = true
+
  bounciness = 0
 +
dynamicFriction = 0.8
 +
staticFriction = 0.8
 
}
 
}
 +
 
</pre>
 
</pre>
 
|-
 
|-
 
|
 
|
 
{|class="wikitable"
 
{|class="wikitable"
 +
 
==== ModuleConnectedLivingSpace ====
 
==== ModuleConnectedLivingSpace ====
 
! variable !! example !! definition
 
! variable !! example !! definition

Revision as of 12:58, 26 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)
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
specifies whether the part can be stored
attachOnPart
  • true
  • false
uncertain
attachOnEva
  • true
  • false
unsure
attachOnStatic
  • True
  • False
unsure
MODULE
{
name = KASModuleGrab            
evaPartPos = (0.0, 0.40, -0.40)        
evaPartDir = (0,0,-1)
storable = true
storedSize  = 20
attachOnPart = true
attachOnEva = true
}

KASModulePartBay

variable example definition
BAY {}
attachnode
  • top
  • bottom
attachment placement
type
  • containerA
  • containerB
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
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}

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 
}