Difference between revisions of "Parts/Utility/landingLegLT-1/landingLegLT-1.cfg"

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(Created page with "<pre> // Kerbal Space Program - Part Config // --- general parameters --- name = landingLeg1 module = HLandingLeg author = NovaSilisko || HarvesteR || C. Jenkins // --- asse...")
 
(Update part config)
 
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Line 1: Line 1:
<pre>
+
{{Part config|LT-1 Landing Struts|2=PART
// Kerbal Space Program - Part Config
+
{
 +
name = landingLeg1
 +
module = Part
 +
author = Squad
 +
mesh = model.mu
 +
scale = 1
 +
rescaleFactor = 1.25
 +
node_attach = 0.0, 0.0, 0.0, 0.0, 0.3756781, 0.9267502
 +
TechRequired = landing
 +
entryCost = 2900
 +
cost = 440
 +
category = Ground
 +
subcategory = 0
 +
title = LT-1 Landing Struts
 +
manufacturer = Moving Parts Experts Group
 +
description = It may have been originally designed as a heavy-duty metal detector, but this landing leg certainly emphasises an important fact in surface landings: you don't need to put a crater in the ground to stop yourself!
 +
attachRules = 0,1,0,0,0
 +
mass = 0.05
 +
thermalMassModifier = 3.0
 +
// heatConductivity = 0.06 // half default
 +
emissiveConstant = 0.8 // a bit better than usual, because conduction needs some work
 +
initRotation = 92.098920000, -0.1879652,-0.9640219,-0.1879652
 +
dragModelType = default
 +
maximum_drag = 0.2
 +
minimum_drag = 0.2
 +
angularDrag = 2
 +
crashTolerance = 12
 +
maxTemp = 2000 // = 2900
 +
bulkheadProfiles = srf
 +
tags = ground land leg support
 +
EFFECTS
 +
{
 +
deploy
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_start
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
AUDIO_LOOP
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_loop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
}
 +
deployed
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_stop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
}
 +
retract
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_start
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
AUDIO_LOOP
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_loop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 0.75
 +
}
 +
}
 +
retracted
 +
{
 +
AUDIO
 +
{
 +
channel = Ship
 +
clip = Squad/Sounds/elev_stop
 +
volume = 0 0
 +
volume = 1 0.5
 +
pitch = 1.0
 +
}
 +
}
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelBase
 +
 +
wheelColliderTransformName = wheelCollider
 +
 +
wheelType = LEG
  
// --- general parameters ---
+
// setting this to true will override the radius and center parameters
name = landingLeg1
+
FitWheelColliderToMesh = False
module = HLandingLeg
+
radius = 0.104
author = NovaSilisko || HarvesteR || C. Jenkins
+
center = 0,0,0
 +
mass = 0.040
 +
autoFrictionAvailable = False
 +
clipObject = piston_collider
 +
 +
TooltipTitle = Landing Leg
 +
TooltipPrimaryField =
 +
 +
groundHeightOffset = 1
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelSuspension
 +
baseModuleIndex = 0
 +
suspensionTransformName = Piston
 +
suspensionColliderName = piston_collider
 +
 +
suspensionDistance = 0.75
 +
suspensionOffset = -0.75
 +
 +
 +
targetPosition = 1
 +
springRatio = 6
 +
damperRatio = 1.0
 +
boostRatio = 0.75
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelDeployment
 +
baseModuleIndex = 0
 +
 +
animationTrfName = landingLegSmall
 +
animationStateName = Deploy
 +
deployedPosition = 1
 +
deployTargetTransformName = deployTgt
 +
retractTransformName = Piston
 +
 +
TsubSys = 1.0
 +
 +
extendDurationFactor = 0.5
 +
retractDuractionFactor = 0.3
  
// --- asset parameters ---
+
fxDeploy = deploy
mesh = model.mu
+
fxRetract = retract
scale = 0.01
+
fxDeployed = deployed
 +
fxRetracted = retracted
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelLock
 +
maxTorque = 100
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelBogey
 +
baseModuleIndex = 0
 +
 +
bogeyTransformName = foot
 +
deployModuleIndex = 2
 +
 +
maxPitch = 160
 +
minPitch = -160
 +
restPitch = 0
 +
pitchResponse = 100
 +
 +
bogeyAxis = 1, 0, 0
 +
bogeyUpAxis = 0.0, -1.0, 0.0
 +
}
 +
MODULE
 +
{
 +
name = ModuleWheelDamage
 +
baseModuleIndex = 0
 +
 +
stressTolerance = 99999999
 +
impactTolerance = 150
 +
deflectionMagnitude = 1
 +
deflectionSharpness = 2.0
 +
slipMagnitude = 0
 +
slipSharpness = 2.0
 +
explodeMultiplier = 1.0
 +
}
 +
}
  
// --- node definitions ---
+
}}
node_attach = 11.0205, 0.0, 0.0, 1.0, 0.0, 0.0
 
 
 
// --- editor parameters ---
 
cost = 240
 
category = Utility
 
subcategory = 0
 
title = LT-1 Landing Struts
 
manufacturer = Moving Parts Experts Group
 
description = It may have been originally designed as a heavy-duty metal detector, but this landing leg certainly emphasises an important fact in surface landings: you don't need to put a crater in the ground to stop yourself!
 
 
 
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
 
attachRules = 0,1,0,0,0
 
 
 
// --- standard part parameters ---
 
mass = 0.05
 
dragModelType = default
 
maximum_drag = 0.2
 
minimum_drag = 0.2
 
angularDrag = 2
 
crashTolerance = 12
 
maxTemp = 2900
 
</pre>
 

Latest revision as of 09:44, 21 October 2016

This is the configuration file for LT-1 Landing Struts.
PART
{
	name = landingLeg1
	module = Part
	author = Squad
	mesh = model.mu
	scale = 1
	rescaleFactor = 1.25
	node_attach = 0.0, 0.0, 0.0, 0.0, 0.3756781, 0.9267502
	TechRequired = landing
	entryCost = 2900
	cost = 440
	category = Ground
	subcategory = 0
	title = LT-1 Landing Struts
	manufacturer = Moving Parts Experts Group
	description = It may have been originally designed as a heavy-duty metal detector, but this landing leg certainly emphasises an important fact in surface landings: you don't need to put a crater in the ground to stop yourself!
	attachRules = 0,1,0,0,0
	mass = 0.05
	thermalMassModifier = 3.0
	// heatConductivity = 0.06 // half default
	emissiveConstant = 0.8 // a bit better than usual, because conduction needs some work
	initRotation = 92.098920000, -0.1879652,-0.9640219,-0.1879652
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 2
	crashTolerance = 12
	maxTemp = 2000 // = 2900
	bulkheadProfiles = srf
	tags = ground land leg support
	EFFECTS
	{
		deploy
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_start
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
			AUDIO_LOOP
			{
				channel = Ship
				clip = Squad/Sounds/elev_loop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
		}
		deployed
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_stop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
		}
		retract
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_start
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
			AUDIO_LOOP
			{
				channel = Ship
				clip = Squad/Sounds/elev_loop
				volume = 0 0
				volume = 1 0.5
				pitch = 0.75
			}
		}
		retracted
		{
			AUDIO
			{
				channel = Ship
				clip = Squad/Sounds/elev_stop
				volume = 0 0
				volume = 1 0.5
				pitch = 1.0
			}
		}
	}
	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = wheelCollider		
		
		wheelType = LEG

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = False		
		radius = 0.104
		center = 0,0,0
		mass = 0.040
		autoFrictionAvailable = False
		clipObject = piston_collider
				
		TooltipTitle = Landing Leg
		TooltipPrimaryField = 
		
		groundHeightOffset = 1
	}
	MODULE
	{
		name = ModuleWheelSuspension
		baseModuleIndex = 0
		suspensionTransformName = Piston
		suspensionColliderName = piston_collider
		
		suspensionDistance = 0.75
		suspensionOffset = -0.75
		
		
		targetPosition = 1			
		springRatio = 6
		damperRatio = 1.0
		boostRatio = 0.75
	}
	MODULE
	{
		name = ModuleWheelDeployment
		baseModuleIndex = 0
		
		animationTrfName = landingLegSmall
		animationStateName = Deploy
		deployedPosition = 1
		deployTargetTransformName = deployTgt
		retractTransformName = Piston
		
		TsubSys = 1.0
		
		extendDurationFactor = 0.5
		retractDuractionFactor = 0.3

		fxDeploy = deploy
		fxRetract = retract
		fxDeployed = deployed
		fxRetracted = retracted
	}
	MODULE
	{
		name = ModuleWheelLock
		maxTorque = 100
	}
	MODULE
	{
		name = ModuleWheelBogey
		baseModuleIndex = 0
		
		bogeyTransformName = foot
		deployModuleIndex = 2
		
		maxPitch = 160
		minPitch = -160
		restPitch = 0
		pitchResponse = 100
		
		bogeyAxis = 1, 0, 0
		bogeyUpAxis = 0.0, -1.0, 0.0
	}
	MODULE
	{
		name = ModuleWheelDamage
		baseModuleIndex = 0
		
		stressTolerance = 99999999
		impactTolerance = 150
		deflectionMagnitude = 1
		deflectionSharpness = 2.0
		slipMagnitude = 0
		slipSharpness = 2.0
		explodeMultiplier = 1.0
	}
}