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Found 3 results

  1. Ok so im planning on making a minmus base and i want to use a mass driver to transport recently fueled ships into Interplanetary space. I need the Strongest Liquid fuel engine for the driver. I need something with the most efficiency to launch a payload up to 200lbs. This mass driver will be used to establish other bases.
  2. After you have reevaluated and researched. Those are the best options.
  3. I'd like some help with KSP 1.2's cfg files. Specifically, I'm trying to update Adie123 & Sceppie's KSP 0.9 Escepadie suspension leg (on my own system, not for public redistribution). I'd like to rewrite the 0.9 cfg to be up to date for 1.2, by taking the 0.9 animation name and collider name and putting it into the right place in a KSP 1.2 file. However, I'm not familiar with the KSP 1.2 wheel modules, so I don't know where to substitute. Please help if you can. Thanks! Also, does anyone know how to get in touch with Adie123 or Sceppie? I'd like to ask them if they're interested in handing off the mod. The original 0.9 cfg file looked like this: MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider suspensionTransformName = Bottom Cylinder orientFootToGround = true landingFootName = Foot Pad // Axis is aligned forward instead of up alignFootUp = false suspensionUpperLimit = 2.5 impactTolerance = 10000 suspensionSpring = 4 suspensionDamper = 0.5}MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider2 suspensionTransformName = Middle Cylinder suspensionUpperLimit = 1 impactTolerance = 10000 suspensionSpring = 6 suspensionDamper = 0.5} Ive tried to compare it to a SQUAD KSP 1.2 landing leg that looks like this (below) but I don't recognize the new wheel modules and am not sure where to put the 0.9 animation and collider names in, or if it is even possible: MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.12 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = piston_collider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1.37 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = piston suspensionColliderName = piston_collider suspensionDistance = 0.95 suspensionOffset = -0.95 targetPosition = 1.0 springRatio = 6 damperRatio = 1.0 boostRatio = 0.6 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = leg animationStateName = newlandingleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = piston TsubSys = 0.83 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } 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 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 }
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