Difference between revisions of "User:Joshuadery"

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== MODULES FROM MODS ==
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Defining a module is a task in and of itself and one that I'm sure has already been covered in other places. Many modules defined by mods are duplicating effects that could be created with stock modules, but for one reason or another, the mod owner has decided to create their own modules (possibly for degree of control, possibly because the stock module didn't quite do everything they needed).  In any event, I've looked at some of the Mod modules, and detailed them below.  By mod, they are:
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=== Kerbal Assembly System ===
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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.
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MODULE:NEEDS[KAS]
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for the module
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{|
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! defining !! in code
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|-
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|
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{|class="wikitable"
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==== KASModuleContainer ====
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Specifies that this part can serve as a container for other parts, and how much storage space the part has.  Also included is an interaction distance.  Kerbals must be this close or closer to open the container.  Lots of sounds.
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! variable !! example !! definition
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|-
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| maxSize || 
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* 5
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* 20
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* 80
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|| specifies the size of the container relative to Kerbal Attachment System parts.
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|-
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| maxOpenDistance ||
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* 1
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* 5
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|| Kerbals must be at least this close (in meters) in order to open the container
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|-
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| sndStorePath || 
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* KAS/Sounds/hookBayStore
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|| sound stuff
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|-
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| sndOpenPath || 
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* KAS/Sounds/containerOpen
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|| sound stuff for opening the container 
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|-
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| sndClosePath ||
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* KAS/Sounds/containerClose
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|| sound stuff for closing the container
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|-
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| bipWrongSndPath || 
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* KAS/Sounds/bipwrong
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|| sound stuff
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|-
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|}
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||
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<pre>MODULE
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{
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name = KASModuleContainer
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maxSize = 80
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}
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</pre>
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|-
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|
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{|class="wikitable"
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==== ModuleConnectedLivingSpace ====
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! variable !! example !! definition
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|-
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| passable ||
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* true
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* false
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|| specifies whether Kerbals can commute to parts connected to this part
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|-
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| passableWhenSurfaceAttached ||
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* true
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* false
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|| can be passed through even when connected to the ground?
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|-
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|}
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||
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<pre>
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MODULE
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{
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name = ModuleConnectedLivingSpace
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passable = true
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passableWhenSurfaceAttached = true
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}
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</pre>
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|-
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|
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|}

Revision as of 04:30, 26 December 2014

MODULES FROM MODS

Defining a module is a task in and of itself and one that I'm sure has already been covered in other places. Many modules defined by mods are duplicating effects that could be created with stock modules, but for one reason or another, the mod owner has decided to create their own modules (possibly for degree of control, possibly because the stock module didn't quite do everything they needed). In any event, I've looked at some of the Mod modules, and detailed them below. By mod, they are:

Kerbal Assembly System

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.

MODULE:NEEDS[KAS] for the module

defining in code

KASModuleContainer

Specifies that this part can serve as a container for other parts, and how much storage space the part has. Also included is an interaction distance. Kerbals must be this close or closer to open the container. Lots of sounds.

variable example definition
maxSize
  • 5
  • 20
  • 80
specifies the size of the container relative to Kerbal Attachment System parts.
maxOpenDistance
  • 1
  • 5
Kerbals must be at least this close (in meters) in order to open the container
sndStorePath
  • KAS/Sounds/hookBayStore
sound stuff
sndOpenPath
  • KAS/Sounds/containerOpen
sound stuff for opening the container
sndClosePath
  • KAS/Sounds/containerClose
sound stuff for closing the container
bipWrongSndPath
  • KAS/Sounds/bipwrong
sound stuff
MODULE
{
 name = KASModuleContainer
 maxSize = 80
}

ModuleConnectedLivingSpace

variable example definition
passable
  • true
  • false
specifies whether Kerbals can commute to parts connected to this part
passableWhenSurfaceAttached
  • true
  • false
can be passed through even when connected to the ground?
MODULE
{
 name = ModuleConnectedLivingSpace
 passable = true
 passableWhenSurfaceAttached = true 
}