Parts/Utility/GrapplingDevice/part.cfg

From Kerbal Space Program Wiki
< Parts‎ | Utility
Revision as of 00:07, 12 August 2014 by BobBot (talk | contribs) (+added in 0.24.2;)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
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 = 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
}

}