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 (*update to 1.0;)
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 = model.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 = Utility
entryCost = 5200
+
subcategory = 0
 
+
title = Advanced Grabbing Unit
cost = 450
+
manufacturer = Kerbal Motion LLC
category = Utility
+
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!"
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
 
+
crashTolerance = 7
mass = 0.075
+
maxTemp = 2000 // = 3600
dragModelType = default
+
fuelCrossFeed = False
maximum_drag = 0.3
+
crashTolerance = 50
minimum_drag = 0.2
+
breakingForce = 50
angularDrag = 1
+
breakingTorque = 50
crashTolerance = 7
+
bulkheadProfiles = size1, srf
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
+
name = ModuleGrappleNode
targetName = Sleeve1
+
nodeTransformName = ArticulatedCap
 +
deployAnimationController = 1
 +
nodeType = size1
 +
captureRange = 0.05
 +
captureMinFwdDot = 0.866
 +
captureMaxRvel = 1
 
}
 
}
CONSTRAINLOOKFX
+
MODULE
 
{
 
{
rotatorsName = Sleeve1
+
name = ModuleAnimateGeneric
targetName = Mounting1
+
animationName = Deploy
 +
startEventGUIName = Arm
 +
endEventGUIName = Disarm
 +
actionGUIName = Toggle Arming
 
}
 
}
 
+
MODULE
CONSTRAINLOOKFX
 
 
{
 
{
rotatorsName = Piston2
+
name = FXModuleLookAtConstraint
targetName = Sleeve2
+
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 = Sleeve2
+
name = FlagDecal
targetName = Mounting2
+
textureQuadName = flagTransform
 
}
 
}
 
 
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
 
}
 
 
 
}
 
}
  
 
}}
 
}}

Revision as of 18:55, 29 April 2015

This is the configuration file for Advanced Grabbing Unit.
PART
{
	name = GrapplingDevice
	module = Part
	author = Squad
	mesh = model.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 = Utility
	subcategory = 0
	title = Advanced Grabbing Unit
	manufacturer = Kerbal Motion LLC
	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!"
	attachRules = 1,1,0,0,0
	mass = 0.075
	dragModelType = default
	maximum_drag = 0.3
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 7
	maxTemp = 2000 // = 3600
	fuelCrossFeed = False
	crashTolerance = 50
	breakingForce = 50
	breakingTorque = 50
	bulkheadProfiles = size1, srf
	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
			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
	}
}