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.
explanation |
code examples
|
CModuleFuelLine
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.
|
MODULE
{
name = CModuleFuelLine
}
|
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).
variable |
example |
definition
|
lineObjName
|
|
specifies whether there is a flag displayed on the exterior surface of the object.
|
targetAnchorName
|
|
Unknown
|
anchorCapName
|
|
name of the part on the source part that this part attaches from
|
targetCapName
|
|
name of the part on the target part to which this mesh attaches
|
|
MODULE
{
name = CModuleLinkedMesh
lineObjName = obj_line
targetAnchorName = obj_targetAnchor
anchorCapName = obj_anchorCap
targetCapName = obj_targetCap
}
|
CModuleStrut
This module is new in 0.90 and is used by strutConnector, presumably to indicate that it is a structural support part.
variable |
example |
definition
|
linearStrength
|
|
the push/pull strength of the strut
|
angularStrength
|
|
the sheering strength of the strut
|
|
MODULE
{
name = CModuleStrut
linearStrength = 150
angularStrength = 150
}
|
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.
variable |
example |
definition
|
textureQuadName
|
|
specifies whether there is a flag displayed on the exterior surface of the object.
|
|
MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}
|
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.
variable |
example |
definition
|
animationName |
|
specifies the animation to be used
|
depondOnEngineState |
|
specifies whether the animation is dependent on the throttle
|
responseSpeed |
|
specifies the rate at which the animation reacts to the change in engine state
|
|
MODULE
{
name = FXModuleAnimateThrottle
animationName = colorAnimation
dependOnEngineState = True
responseSpeed = 0.5
}
|
FXModuleConstrainPosition
I don't know what this does.
variable |
example |
definition
|
matchRotation |
|
unknown
|
matchPosition |
|
unknown
|
CONSTRAINFX |
{} |
unknown
|
targetName |
|
unknown
|
moversName |
|
unknown
|
|
MODULE
{
name = FXModuleConstrainPosition
matchRotation = true
matchPosition = false
CONSTRAINFX
{
targetName = steering
moversName = lateral
}
}
|
FXModuleLookAtConstraint
I don't know what this does either.
variable |
example |
definition
|
CONSTRAINLOOKFX |
{} |
|
targetName |
|
No idea
|
rotatorsName |
|
No idea
|
|
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
}
}
|
KerbalSeat
This module makes the part have an EXTERIOR seat.
variable |
example |
definition
|
seatPivotName
|
|
Unknown
|
ejectDirection
|
|
specifies the direction from which your Kerbal will exit the vehicle. Try to line up with a hatch!
|
|
MODULE
{
name = KerbalSeat
seatPivotName = seatPivot
ejectDirection = 0, 1, 0.2
}
|
LaunchClamp
This module enables the part to hold a vessel in suspension on the launch pad.
variable |
example |
definition
|
trf_towerPivot_name |
|
specifies the model used for the pivot point
|
trf_towerStretch_name |
|
specifies the model for the ground to pivot girder
|
trf_anchor_name |
|
specifies the model for the ground mount point
|
trf_animationRoot_name |
|
specifies the base animation
|
anim_decouple_name |
|
specifies the animation for the release of the clamp
|
|
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
}
|
ModuleAlternator
Specifies that this part produced a resource, based on the percentage of thrust produced by the engine.
variable |
example
|
RESOURCE |
variable |
example |
definition
|
name |
ElectricCharge |
name of the resource produced
|
rate |
1.0 |
rate at which the resource is produced at 100% thrust, expressed in units/second
|
|
|
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 5.0
}
}
|
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.
variable |
example |
definition
|
anchorName |
|
specifies the name of the anchored part
|
ejectionForce |
|
dV applied to part upon separation
|
explosiveNodeID |
|
specifies the location of the explosion.
|
|
MODULE
{
name = ModuleAnchoredDecoupler
anchorName = anchor
ejectionForce = 450
explosiveNodeID = srf
}
|
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.
variable |
example |
definition
|
animationName |
- Deploy
- CrewCabinLight
- dish
- dockingring
- dockingporthull
|
specifies the name of the animation to be used
|
isOneShot |
|
specifies whether the animation can occur only once
|
startEventGUIName |
Flavor text |
to describe turning the animation to its 'On' State
|
endEventGUIName |
Flavor text |
to describe turning the animation to its 'Off' State
|
actionGUIName |
Flavor text |
to describe switching the animation between it's 'on' and 'off' states
|
allowManualControl |
|
specifies whether the part can be manually animated
|
|
MODULE
{
name = ModuleAnimateGeneric
animationName = dish
isOneShot = false
startEventGUIName = Extend
endEventGUIName = Retract
actionGUIName = Toggle Antenna
}
|
ModuleAnimateHeat
This module specifies that heating animation will be applied to this part.
variable |
example |
definition
|
ThermalAnim |
- HeatAnimationEmissiveLiquidEngine3
- HeatAnimationEmissiveTurbofan
- HeatAnimationEmissiveJet
- overheat
|
animation for applying heat to an object
|
|
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimatioEmissiveLiquidEngine3
}
|
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
|
MODULE
{
name = ModuleAsteroid
}
|
ModuleCommand
Applies Command to vessels
variable |
example |
definition
|
minimumCrew |
|
Specifies the minimum number of crew needed to operate this module.
|
RESOURCE |
name |
ElectricCharge |
This is the name of that resource
|
rate |
15.0 |
and the rate in units/second of resource consumed
|
|
If this Module requires a resource
|
|
MODULE
{
name = ModuleCommand
minimumCrew = 1
}
|
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.
variable |
example |
definition
|
dragCoeff |
* 0.5 |
this value overrides the maximum_drag value
|
deflectionLiftCoeff |
* 0.7 |
specifies the Coefficient of lift for the part
|
ctrlSurfaceRange |
* 20 |
specifies the degrees of operation for the part
|
ctrlSurfaceArea |
* 0.95 |
specifies how much of the part affects lift
|
|
MODULE
{
name = ModuleControlSurface
dragCoeff = 0.5
deflectionLiftCoeff = 0.7
ctrlSurfaceRange = 20
ctrlSurfaceArea = 0.95
}
|
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.
variable |
example |
definition
|
packetInterval |
|
Mits per second
|
packetSize |
|
Mits per packet
|
packetResourceCost |
|
Resource per packet
|
requiredResource |
|
Required resource (usually ElectricCharge)
|
DeployFxModules |
|
Deployment
|
ProgressFxModules |
|
Animations that play while transmitting
|
|
MODULE
{
name = ModuleDataTransmitter
packetInterval = 0.18
packetSize = 2
packetResourceCost = 20.0
requiredResource = ElectricCharge
DeployFxModules = 0
}
|
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.
variable |
sample |
definition
|
isOmniDecoupler |
|
Specifies whether this decoupler separates on both ends or not. Defaults to false.
|
ejectionForce
|
|
specifies the DeltaV with which the part separates
|
explosiveNodeID |
|
for non-OmniDecouplers, specifics the Node of separation
|
|
MODULE
{
name = ModuleDecouple
ejectionForce = 250
explosiveNodeID = srf
}
|
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.
variable |
example |
definition
|
animationName |
- solarpanels
- solarpanels2
- solarpanels4
- altsolarpanelbase
- bigsolarpanel
|
unknown for sure. Assumed to refer to an animation describing part transformation from its closed state to its open state. known parameters are:
|
sunTracking |
|
Assumed to indicate whether the animation will turn the panel towards the sun.
|
raycastTransformName |
|
optional. unknown.
|
pivotName |
|
optional. unknown.
|
isBreakable |
|
Indicates whether the part will break on high-dynamic stress.
|
resourceName |
|
The resource provided by this module. Any resource may be used, including resources not defined.
|
chargeRate |
|
Amount of resource provided per second at 100% output. Positive values only, please.
|
powerCurve |
|
powerCurve is a special call consisting of subtypes called [key]. Each [key] uses four numbers to define what it will do at a specific distance from a source. In the case of solar panels, where powerCurve is typically used, there are typically 4 [key]s. [powerCurve] defines the rate at which resources are provided relative to the [chargeRate] and distance from the specified source (ie. Kerbol)
- 206000000000 0.00 0 0
- 013599840256 1.00 0 0
- 068773560320 0.50 0 0
- 000000000000 10.0 0 0
|
|
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
}
}
|
ModuleDockingNode
A module for docking ports
variable |
example |
definition
|
referenceAttachNode |
|
Specifies the node on the part that is used for the docking port, generally top or bottom
|
deployAnimationController |
|
Boolean
|
nodeType |
|
Specifies the type of node for attachment. When perform docking operations, nodes must have the same value for nodeType in order to dock with one another.
|
controlTransformName |
|
apparently only used for docking nodes that have related animations, see dockingPortInline
|
|
MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size2
}
|
ModuleEngines
Everything about your engine, all in one module!
variable |
example |
definition
|
thrustVectorTransformName |
|
unknown purpose. Known arguments:
|
throttleLocked |
|
Used to create engines without controllable thrust.
|
exhaustDamage |
|
assumed to indicate whether the exhaust from this engine will damage other parts.
|
ignitionThreshold |
|
appears to not be used. Suggests a minimum thrust output value, below which the engine will no longer operate.
|
minThrust |
|
Minimum thrust value. Engines will be considered 'off' at or below this value.
|
maxThrust |
|
Just like the name implies, this is the maximum thrust a single unit of this module can produce. In order to create a more powerful engine, set this value higher.
|
heatProduction |
|
a measure of the amount of heat energy produced per second. measured in degrees Kerbius (degrees Celsius)
|
fxOffset |
|
3-dimensional vector coordinates specifying the location of thrust effects
|
useEngineResponseTime |
|
|
engineAccelerationSpeed |
|
|
engineDecelerationSpeed |
|
|
allowShutdown |
|
Specifies engines that cannot be turned off, regardless of whether their thrust can be controlled.
|
useVelocityCurve |
|
|
PROPELLANT |
{}
|
resource utilized in the operation of this part, generally a fuel or other propellant. Engines may use multiple propellant types.
|
name |
|
name of the resource consumed while this part is in operation
|
ratio |
|
rate at which this resource is consumed, per second. Not to be confused with ratio relative to other propellants.
|
DrawGauge |
|
Boolean value that indicates whether or not the 'fuel remaining' indicator in the staging selection is displayed or not.
|
atmosphereCurve |
{} |
specifies variances in operational efficiency
|
key |
|
uses two values to specify engine efficiency relative to the depth of the atmosphere (based on Kerbin sea-level!) First number indicates the relative pressure (0 = vacuum, 1 Kerbin sea-level), second numer indicates ISP value).
Translates directly to ISP. In order to make a more efficient engine, set the second number of this array higher.
|
velocityCurve |
|
uncertain as to how exactly this works, but appears to control the degree of acceleration at particular velocities. uses a 4 part key, the first part of the key is definitely specific accelerations, the second part is percentage of velocities.
{
key = 0 0.5 0 0
key = 1000 1 0 0
key = 2000 0.5 0 0
key = 2400 0 0 0
}
{
key = 1000 0 0 0
key = 850 0.2 0 0
key = 0 1 0 0
}
|
|
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
}
}
|
ModuleEnginesFX
An (updated?) version of ModuleEngines. Required for and allows implementation of multi-modal engines.
variable |
example |
definition
|
engineID
|
|
Hidden name of the engine
|
runningEffectName
|
|
state of the engine
|
thrustVectorTransformName
|
- thrustTransform
- obj_gimbal
|
unknown purpose.
|
exhaustDamage |
|
Indicates whether the exhaust from this engine will damage other parts.
|
throttleLocked |
|
Assumed to specify that solid Rocket Boosters cannot have their throttle adjusted while in flight.
|
ignitionThreshold
|
|
appears to not be used. Suggests a minimum thrust output value, below which the engine will no longer operate. Typical values are 0.1 (10%)
|
minThrust
|
|
Minimum thrust value. Engines will be considered 'off' at or below this value.
|
maxThrust
|
|
Just like the name implies, this is the maximum thrust a single unit of this module can produce.
|
heatProduction
|
|
a measure of the amount of heat energy produced per second. measured in degrees Kerbius (degrees Celsius)
|
fxOffset
|
|
3-dimensional vector coordinates specifying the location of thrust effects
|
PROPELLANT
|
{}
|
resource utilized in the operation of this part, generally a fuel or other propellant.
|
name
|
- LiquidFuel
- Oxidizer
- XenonGas
|
name of the resource consumed while this part is in operation
|
ratio
|
|
rate at which this resource is consumed, per second. Not to be confused with ratio relative to other propellants.
|
DrawGauge
|
|
Boolean value that indicates whether or not the 'fuel remaining' indicator in the staging selection is displayed or not.
|
atmosphereCurve |
{} |
specifies variances in operational efficiency
|
key |
|
uses two values to specify engine efficiency relative to the depth of the atmosphere (based on Kerbin sea-level!) First number indicates the relative pressure (0 = vacuum, 1 Kerbin sea-level), second numer indicates ISP value).
|
|
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
variable |
example |
definition
|
sensorType |
|
Type of experiment / sensor. Not sure of the utility of this definition, could be used in Science modules to determine what type of experiment was conducted. Could be used in contracts for determining contract requirements.
|
|
MODULE
{
name = ModuleEnviroSensor
sensorType = ACC
}
|
ModuleGenerator
variable |
example |
definition
|
isAlwaysActive |
|
specifies whether this module is always active or not. true/false
|
OUTPUT_RESOURCE |
{} |
|
name
|
- ElectricCharge
- LiquidFuel
- XenonGas
|
specifies the name of the produced resource.
|
rate
|
|
specifies the rate of resource produced, expressed in units per second.
|
|
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 0.75
}
}
|
ModuleGimbal
variable |
example |
definition
|
gimbalTransformName
|
|
Uncertain.
|
gimbalRange
|
|
represents the maximum angle, in degrees, that gimballing is supported. Recommend keeping this number relatively low (under 20 for sure), as setting the number too high can have catastrophic effects on ship design.
|
|
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
}
|
ModuleGrappleNode
variable |
sample |
definition
|
nodeTransformName |
|
Uncertain. Assumed to relate to animations used.
|
deployAnimationController |
|
Uncertain.
|
nodeType |
|
Size of the connection. Relates to Docking port sizes.
|
captureRange |
|
Maximum distance between grappler and target at which grappling can occur
|
captureMinFwdDot |
|
Unknown
|
captureMaxRvel |
|
Maximum speed, relative to target, at which target can be grappled
|
|
MODULE
{
name = ModuleGrappleNode
nodeTransformName = ArticulatedCap
deployAnimationController = 1
nodeType = size1
captureRange = 0.05
captureMinFwdDot = 0.866
captureMaxRvel = 1
}
|
ModuleJettison
specifies that pieces of this craft are able to be jettisoned, what they are and how to jettison them
variable |
example |
definition
|
jettisonName |
- node_fairing_collider
- fairingL
- fairingR
- fairing
|
Name of the part to be jettisoned
|
bottomNodeName
|
|
Name of the node from which the part will be jettisoned
|
isFairing |
|
Specifies whether the ejected part is a fairing. Uncertain as to why this important. May have to do with debris tracking.
|
jettisonedObjectMass
|
|
Specifies the mass of the jettisoned object. It is uncertain, yet, if this mass is removed from the total mass of the vehicle. It is also uncertain if, when a fairing is added in vehicle assembly, this mass is added to the parent object.
|
jettisonForce
|
|
DeltaV with which the object is jettisoned from its parent object. Typically very low values, such as 1, 2 or 5
|
jettisonDirection
|
|
Three-dimensional array which specifies the direction of the jettisonForce relative to the original part, laterally is 0 0 1 and 0 0 -1, for example.
|
|
MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
|
ModuleLandingGear
variable |
example |
definition
|
BrakeTorque |
|
Amount of torque applied during breaking
|
BrakeSpeed |
|
Reduction in speed over time, expressed in m/s
|
|
MODULE
{
name = ModuleLandingGear
BrakeTorque = 12
BrakeSpeed = 3
}
|
ModuleLandingLeg
variable |
example |
definition
|
animationName |
- Deploy
- newlandingleg
- probeleg
|
specifies the animation to use
|
wheelColliderName
|
|
|
suspensionTransformName |
|
|
orientFootToGround |
|
|
landingFootName |
|
|
alignFootUp |
|
Aligns to up Axis instead of forward axis if true
|
suspensionUpperLimit |
|
unknown
|
impactTolerance |
|
specifies the dV in m/s before the part breaks
|
suspensionSpring |
|
specifies the maximum degree of compression in the part
|
suspensionDamper |
|
Uncertain
|
suspensionOffset |
|
Uncertain
|
|
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
variable |
example |
definition
|
lightName
|
|
Name of the light source
|
useAnimationDim |
|
Uncertain. Assumed to specify an animation to dim the light
|
lightBrightenSpeed |
|
When you turn it off, how long it takes to turn off
|
lightDimSpeed |
|
Speed at which the light dims
|
resourceAmount |
|
rate of consumption (in units/second) of the needed resource
|
animationName |
|
|
useResources |
|
specifies whether this light source requires resources
|
useAutoDim |
|
Sets the autodim
|
|
MODULE
{
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 2.5
animationName = LightAnimation
resourceAmount = 0.02
useResources = true
}
|
ModuleParachute
variable |
example |
definition
|
semiDeployedAnimation |
|
specifies the animation to use in the semi-deployed state
|
fullyDeployedAnimation |
|
specifies the animation to use in the fully deployed state
|
invertCanopy |
|
unknown purpose.
|
autoCutSpeed |
|
specifies the speed at which the parachute will be automatically cut, rendering it ineffective.
|
capName |
|
|
canopyName |
|
|
stowedDrag |
|
specifies the drag effect while the parachute is still stowed
|
semiDeployedDrag |
|
specifies the drag effect while the parachute is in its semi-deployed state
|
fullyDeployedDrag |
|
specifies the drag effect while the parachute is in its fully deployed state
|
minAirPressureToOpen |
|
specifies the minimum Air pressure (or atmosphere) required for the parachute to enter its semi-deployed state
|
deployAltitude |
|
configurable, sets the altitude above the planetary collision mesh at which the parachute will enter its fully deployed state
|
deploymentSpeed |
|
specifies the speed at which the parachute will enter its fully deployed state
|
semiDeploymentSpeed |
|
specifies the speed at which the parachute will enter its semi-deployed state
|
|
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
}
|
ModuleRCS
Note: ModuleRCS can use either a single resource, or a series of PROPELLANT calls.
variable |
example |
definition
|
thrusterTransformName |
|
|
thrusterPower |
|
This is the power that the RCS thrusters provide. To make stronger RCS, use a higher numer
|
resourceName -------- interchangeable with PROPELLANT calls |
|
The name of the resource used by the RCS thruster, typically MonoPropellant
|
resourceFlowMode -- for resourceName only -- |
- STAGE_PRIORITY_FLOW
- STACK_PRIORITY_FLOW
- ALL_VESSEL
- NONE
|
Specifies the manner in which the resource is requested from the vessel
|
PROPELLANT |
|
Introduced with the inclusion of the Vernor RCS, it is recommended to use PROPELLANT calls only when using multiple resources. It is expected that older RCS will be updated to the new convention prior to final release.
|
name |
- MonoPropellant
- LiquidFuel
- Oxidizer
|
name of the resource consumed
|
ratio |
|
ratio of the resource consumed
|
resourceFlowMode
|
- STAGE_PRIORITY_FLOW
- STACK_PRIORITY_FLOW
- ALL_VESSEL
- NONE
|
using the same pull method as a single resource, specifies how to pull the resource from the rest of the vessel
|
atmosphereCurve |
|
Specifies the efficiency of the RCS thruster using 2-part keys
0 specifies the ISP in atmosphere
1 specifies the ISP at Kerbin Sea Level
entries in between specify the ISP at specific percentages of Kerbin Sea Level (e.g: 0.5 = 1/2 Kerbin Atmosphere)
|
|
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
variable |
example |
definition
|
PitchTorque |
|
numerical value, denotes amount of change can be applied to pitch using reaction wheel power
|
YawTorque |
|
numerical value, denotes amount of change can be applied to yaw using reaction wheel power
|
RollTorque |
|
numerical value, denotes amount of change can be applied to roll using reaction wheel power
|
RESOURCE |
{} |
The resource used by reaction wheels in order to affect the changes they can produce
|
name |
|
name of the relevant resource, typically ElectricCharge
|
rate |
|
Rate of consumption, expressed in units/second at full usage.
|
|
MODULE
{
name = ModuleReactionWheel
PitchTorque = 30
YawTorque = 30
RollTorque = 30
RESOURCE
{
name = ElectricCharge
rate = 0.6
}
}
|
ModuleResourceIntake
Used to create a part that produces a resource.
variable |
example |
definition
|
resourceName |
|
defines the type of resource produced by this module. Any resource may be used for this purpose, including those not defined at all
|
checkForOxygen |
|
An optional method that specifies this module must check to see if oxygen/atmosphere is present whenever attempting to generate the requested resource.
|
area |
|
area is the amount of space used for determining how much resource to produce. The larger the number, the more of the resource is produced per second.
|
intakeSpeed |
|
unknown. Assumed to be a minimum m/s measure to determine if this module operates or not.
|
intakeTransformName |
|
unknown.
|
|
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
area = 0.006
intakeSpeed = 10
intakeTransformName = Intake
}
|
|
ModuleSAS
no 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)
variable |
example |
definition
|
SASServiceLevel |
|
defines the required level of building development for each different SAS capabilities (markers on the nav ball)
|
|
MODULE
{
name = ModuleSAS
SASServiceLevel = 1
}
|
ModuleScienceContainer
variable |
example |
definition
|
reviewActionName |
Flavor Text |
for reviewing the data contained in a science container.
|
storeActionName |
Flavor text |
for placing data into a science container.
|
collectActionName |
Flavor text |
for removing data from a science container.
|
evaOnlyStorage |
|
Specifies whether or not data storage is restricted to EVA activities.
|
storageRange |
|
Distance, expressed in meters, a Kerbal must be within in order to interact with data and this container.
|
allowRepeatedSubjects |
|
Uncertain
|
|
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 4.0
}
|
ModuleScienceExperiment
variable |
example |
definition
|
experimentID |
- atmosphereAnalysis
- mysteryGoo
- crewReport
- seismicScan
- barometerScan
|
Internal name of the experiment being conducted
|
experimentActionName |
Flavor text |
for contextual menu to describe to the player what the part does when collecting data
|
resetActionName |
Flavor text |
for contextual menu to describe to the player what the part does when collecting data
|
reviewActionName |
Flavor text |
for contextual menu to describe to the player what the part does when collecting data
|
useStaging |
|
specifies whether this module can be activated through the normal staging system
|
useActionGroups |
|
specifies whether this module can be activated by an Action Group
|
hideUIwhenUnavailable |
|
specifies whether this module will show its activation buttons through the contextual menu, even if it is not available
|
rerunnable |
|
specifies whether this experiment can be rerun.
|
xmitDataScalar |
|
Uncertain. Presumed to relate to Mits for transmission / recovery
|
FxModules |
|
Unknown - presumed to relate to animation for the module when activated
|
dataIsCollectable |
|
Uncertain. Presumed to indicate whether a Kerbal on EVA can retrieve data from this experiment
|
collectActionName |
Flavor text |
If data is collectible, this is the flavor text for collecting that data
|
interactionRange |
|
The range, expressed in meters, from which a Kerbal on EVA can interact with this module (for example to reset the experiment)
|
|
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
variable |
example |
definition
|
containerModuleIndex |
|
Unkown
|
dataTransmissionBoost |
|
Unknown
|
crewsRequired |
|
Minimum number of Kerbals in the part needed to operate this module
|
canResetConnectedModules |
|
Unknown. Presumed to indicate whether modules attached to this part can be reset from this module
|
canResetNearbyModules |
|
Presumed to indicate whether modules attached to this vessel can be reset from this module
|
interactRange |
|
Limit of range (in meters) that modules attached to this vessel can be reset. Uncertain.
|
REOURCE_PROCESS |
{} |
|
name |
|
names the resource required, e.g.: ElectricCharge
|
amount |
|
specified, numerical, the number of units of the specified resource expended
|
|
MODULE
{
name = ModuleScienceLab
containerModuleIndex = 0
dataTransmissionBoost = 1.15
crewsRequired = 2
canResetConnectedModules = True
canResetNearbyModules = True
interactionRange = 5
RESOURCE_PROCESS
{
name = ElectricCharge
amount = 10
}
}
|
ModuleSteering
variable |
example |
definition
|
controlAxisType |
|
Unsure. May have something to do with directional control
|
steeringAxis |
|
specifies the 3-dimensional axis of steering control.
|
steeringTransformName |
|
unknown
|
steeringLocked |
|
specifies whether the part's steering starts locked
|
steeringCurve |
|
multi-array of keys,
|
|
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
}
}
|
ModuleTestSubject
Used 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.
variable |
example |
definition
|
environments |
|
A single numerical value, between 0 (nowhere) and 15 (anywhere), that specifies the atmospheric conditions the part may be tested under. Add numbers together to specify multiple environments
- 0 = nowhere
- 1 = the surface of; srf
- 2 = the ocean of; ocean
- 3 = the surface or ocean of; srf, ocean
- 4 = the atmosphere of; atmo
- 5 = the surface or atmosphere of; srf, atmo
- 6 = the ocean or atmosphere of; ocean, atmo
- 7 = the surface, ocean or atmosphere of; srf, ocean, atmo
- 8 = the space above; space
- 9 = the surface or space above; srf, space
- 10 = the ocean or space of; srf, ocean, space
- 11 = the surface, ocean or space of; srf, ocean, space
- 12 = the space or atmosphere of; atmo, space
- 13 = the surface, space or atmosphere of; srf, atmo, space
- 14 = the ocean, space, or atmosphere of; ocean, atmo, space
- 15 = anywhere; srf, ocean, atmo, space
|
useStaging |
|
specifies whether the part can be tested using the Staging Process
|
useEvent |
|
specifies whether the part can be tested using the "Perform Test" action.
|
|
MODULE
{
name = ModuleTestSubject
// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 15
useStaging = False
useEvent = True
}
|
ModuleWheel
variable |
example |
definition
|
hasMotor |
|
specifies whether the wheel has a powered propulsion system
|
resourceName |
|
specifies the resource(s) used by powered propulsion system
|
resourceConsumptionRate |
|
specifies the rate of consumption of resources for the powered propulsion system in units/second
|
canSteer |
|
specifies whether this wheel is steerable
|
controlAxisType |
|
If steerable, specifies the axis type
|
steeringModeType |
|
uncertain: may refer to rack-and-pinion versus Track-type steering
|
brakeTorque |
|
the dV (in m/s) of torque applied when using the breaks
|
brakeSpeed |
|
the dV (in m/s) that braking will slow the vehicle under optimum conditions
|
impactTolerance |
|
dV that this part can withstand before breaking
|
overSpeedDamage |
|
uncertain. possibly reserved for future use, possible that this is the amount of dV of damage applied to this part whenever it exceeds it's rated speed
|
WHEEL |
{} |
|
wheelName |
|
Internal name of the wheel
|
wheelColliderName |
|
Internal name of the collider mesh for the wheel
|
suspensionTransformName |
|
Animation for suspension usage
|
suspensionNeutralPointName |
|
Animation for the neutral point of the suspension
|
damagedObjectName |
|
If you break it, you bought, and this is what you'll call it
|
rotateX |
|
|
rotateY |
|
|
rotateZ |
|
|
steeringCurve |
{} |
keys, 0 16
10 9
30 2
|
torqueCurve |
{} |
keys
0 250 0 0
20 100 0 0
30 14 0 0
34 0 0 0
|
|
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
variable |
example |
definition
|
primaryEngineID |
|
this is passed to ModuleEnginesFX to determine the properties for this mode
|
secondaryEngineID |
|
this is passed to ModuleEnginesFX to determine the properties for this mode
|
|
MODULE
{
name = MultiModeEngine
primaryEngineID = AirBreathing
secondaryEngineID = ClosedCycle
}
|
RetractableLadder
variable |
example |
definition
|
ladderAnimationRootName |
- TelusBay
- Telescopic ladder
|
name of the beginning animation for this module
|
ladderColliderName |
|
name of the collider mesh for this module
|
ladderRetractAnimationName |
|
name of the retraction animation for this module
|
|
MODULE
{
name = RetractableLadder
ladderAnimationRootName = TelusBay
ladderColliderName = ladderCollider
ladderRetractAnimationName = Retract
}
|
|
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 is most noted for adding the option to grab and move parts using Kerbals. It also allows for storage of certain parts in containers.