Parts/Utility/landingLegLT-1/landingLegLT-1.cfg

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Revision as of 09:44, 21 October 2016 by ArnePeirs (talk | contribs) (Update part config)
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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
	}
}