Parts/Utility/GrapplingDevice/part.cfg
From Kerbal Space Program Wiki
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 = 3600 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 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 } }