Jump to content

Random Part reconfigs to create new wonders.


Recommended Posts

 Found out that the MM patch that added the EVA ballast system was not getting every suit type. This new patch has been tested on all three suits and 8 of the variations, so hopefully will fix the problem.

Spoiler

// WorkingUnderLite Patch for Kerbal EVA Suits by Caerfinon
//-----------------------------------------------------------------------
// Target all KerbalEVA parts.
@PART[kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment]]
{
    RESOURCE
    {
    // Max amount changed from 10 to 100 to compensate for removal of suit jetpack and parachute,Stock max 0.2m/s at 70 or 86 overcome wildblue 0.1m/s
        name = EVA Ballast
        amount = 0
        maxAmount = 100
        isTweakable = True
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.05
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.05
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Plunge Start
        shutdownGUIName = Plunge Stop
        OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.5
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Purge Start
        shutdownGUIName = Purge Stop
        INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.5
        }
    }
    @MODULE[ModuleInventoryPart]
    {
        @InventorySlots = 3
    }
}

 

Link to comment
Share on other sites

  • 2 weeks later...

I have been working out new and (for me at least) better configurations of various USI Explorer pack parts. I have got lights working, I have now got the RCS systems working right, minus some RCS sounds in some directions (that I don't know how to fix.) I have a fully functional, inflatable escape pod with working parachute. (went back to the *.mu from the previous iteration because the parachute seems to be visible more often, not sure if that is just circumstance or whether the Author changed something.) I have upgraded the AES to have a better chance of using it's Ducted fan system and upgraded the the ducted fans to be less greedy. I now have an AquaPod version that uses Eva Ballast and produces Ion Steam to run Aqua versions of it's RCS system. Gave both AES pods some new nodes and I have created smaller versions of a piston and grappler that can be attached so that it can be used by the Aqua Pod to do recovery work. Fixed the Derp2 service ring so that the landing gear works. Have been doing work on the Sea Lab (now Sea Bee) interior. Also been doing the Orbital tug Mod, The orbital tug has a Pilot chair and nav ball and light up panel in the correct places. Still experimenting to try to understand Prop rotation fully.(it is quite complicated.) I have the Orbital tugs junior grappler tug working well as a deep sea recovery vehicle with it's own ballast and I have a working Sea Drone that has a grappler and is quite fun to use. (the Author seems to have reversed which side has a green light and which a red though.) Recreated all the attachment nodes so they don't have to use an MM patch. Probably need to contact the Authors to see if I can release this stuff as a mod. I know that some is all rights reserved, though I remember a "If you ask nicely section". Propellors that use Firespitter animation aren't going because I have been trying to do this all without firespitter.

Will slowly try to put configs up here over time.

Just linked to an album to load less up.

https://imgur.com/a/tUgRr8k

 

Link to comment
Share on other sites

Ok some stuff from the Orbital Tug mod.

https://spacedock.info/mod/2198/Orbital Utility Vehicle Updated

Will require my Working Underwater Lite Mod.

https://spacedock.info/mod/2749/Working Underwater Lite

This gives you a ballast adjustable RCS maneuverable, with grappler and light, remote control recovery drone.

For this instance I copied all the dependencies from  GameData\OrbitalTug\helper\   into GameData\WorkingUnderLite\SeaDrone\ ( you will have to create the SeaDrone folder) and renamed the helperDrone.mu to SeaDrone.mu

Named the config file you are to create and then paste this in to helperDroneSea.cfg


 

Spoiler

PART
{
    name = helperDroneSea
    module = Part
    author = nli2work, ColdJ
    
    MODEL
    {
        model = WorkingUnderLite/SeaDrone/SeaDrone
        texture = WorkingUnderLite/SeaDrone/fwdAdaptor
        texture = WorkingUnderLite/SeaDrone/fwdAdaptor_EMI
        scale = 0.975, 0.975, 0.975
    }
    buoyancy = 1.3
    fx_gasBurst_white = 0, 0.0, 0.7, 0, 0.0, -1.0, decouple
    sound_vent_medium = decouple
    
    rescaleFactor = 1
    node_attach = 0.0, 0.24, 0.0, 0.0, 1.0, 0.0, 1

    node_stack_top = 0,0.22,0,0,1,0,0

    node_stack_keel = 0,-0.2,0,0,-1,0,0


    TechRequired = actuators
    entryCost = 5200
    cost = 450
    category = Pods
    subcategory = 0
    title = Sea Tug Maneuver Assist "Helper" Drone
    manufacturer = Ark Propulsions
    description =  Small remote drone to assist with moving large heavy objects in water. Lacks access to Kerbnet.

    attachRules = 1,1,1,1,0
    mass = 0.08
    dragModelType = default
    maximum_drag = 0.15
    minimum_drag = 0.2
    angularDrag = 1.5
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 1500
    skinMaxTemp = 2200

    vesselType = Probe
    CrewCapacity = 0
    showVesselNaming = True

    fuelCrossFeed = False
    explosionPotential = 0.5
    
    bulkheadProfiles = srf, size1

    tags = tug otter water drone

    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = false
        toggleEditor = true
        toggleFlight = true
    }

    MODULE
    {
        name = ModuleGrappleNode
        nodeTransformName = dockingNode
        controlTransformName = controlTransform
        deployAnimationController = 1
        nodeType = size2
        captureRange = 0.15
        captureMinFwdDot = 0.825
        captureMaxRvel = 3
        pivotRange = 45
    }
    
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = helperGrabber
        startEventGUIName = Engage Grabber
        endEventGUIName = Disengage Grabber
        actionGUIName = Toggle Grabber
    }
    
    MODULE
    {
        name = ModuleDecouple
        isOmniDecoupler = true
        ejectionForce = 0.1
        stagingEnabled = false
    }
    
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 0
        hasHibernation = True
        hibernationMultiplier = 0.00125
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.025
        }
        defaultControlPointDisplayName = Up
        CONTROLPOINT
        {
            name = forward
            displayName = Forward
            orientation = 90,0,0
        }
        CONTROLPOINT
        {
            name = reverse
            displayName = Reverse
            orientation = 0,0,180
        }
    }

    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 1
        YawTorque = 1
        RollTorque = 1
        torqueResponseSpeed = 0.25
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.005
        }
    }
    
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
    }
        
    MODULE
    {
        name = ModuleRCSFX
        thrusterTransformName = RCSthruster
        thrusterPower = 0.0001
        resourceName = IonSteam
        runningEffectName = running
        atmosphereCurve

        {

            key = 0 1

            key = 0.98 1
             key = 1 15000
             key = 2 20000
        }

    }
    RESOURCE

    {

        name = IonSteam
        amount = 5
        maxAmount = 5
    }

    RESOURCE
    {
        name = EVA Ballast
        amount = 0.00
        maxAmount = 2.0
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        requiresAllInputs = true
        activateGUIName = FillEB Start
        shutdownGUIName = FillEB Stop
    OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.0200
        }
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.001
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        isAlwaysActive = false
        activateGUIName = EmptyEB Start
        shutdownGUIName = EmptyEB Stop
    OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.001
        }
        
    INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.0200
        }
    }
    EFFECTS
    {
        running
        {
            AUDIO_MULTI_POOL
            {
                channel = Ship
                transformName = RCSthruster
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.1 0.0
                volume = 0.5 0.025
                volume = 1.0 0.1
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/IonPlume
                transformName = RCSthruster
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }
    }

    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.125
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IonSteam
            rate = 6
        }    
    }    
    //MODULE
    {
        name = ModuleLight // ModuleStockLightColoredLens
        lightName = helperLight
        useAnimationDim = true
        animationName = helperLight
        defaultActionGroup = Light
        useResources = true
        resourceAmount = 0.01
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        lightR = 1.0
        lightG = 0.9
        lightB = 0.8
        lensBrightness = 0.8
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = helperLight
        layer = 0
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }
    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 50000
        optimumRange = 25000
        packetFloor = .1
        packetCeiling = 5
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 300
        maxAmount = 300
    }
    

    
        DRAG_CUBE
    {
        cube = Default, 0.1899,0.6998,0.3654, 0.1899,0.6994,0.3682, 0.1931,0.7631,0.4249, 0.1931,0.7612,0.3933, 0.1912,0.7009,0.3654, 0.1912,0.6915,0.3654, 0,0.02682,0, 0.5222,0.473,0.5222
    }
}

 

Link to comment
Share on other sites

Same mods needed as above.

This goes in. GameData\OrbitalTug\adaptor\ as  grapplerJRSea.cfg

Haven't tried this with the original still activated but hopefully will go next to it. Gives you a one Kerbal submersible recovery mini tug. Just remember to adjust the Kerbal EVA Ballast as well as the tug ballast, or it will rise up at the nose. Can be put between parts of craft and then decoupled at both ends and the shrouds jettisoned. The config of this will show you how to fix up the original, so that everything works right.

Spoiler

PART
{
    // --- general parameters ---
    name = OrbitalGrapplerJRSea
    module = Part
    author = nli2work, ColdJ

    // --- asset parameters ---
    MODEL
    {
        model = OrbitalTug/adaptor/grapplerJR
        texture = grapplerArms_DIF, OrbitalTug/core/grapplerArms_DIF
    }
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top = 0, 1.514, 0, 0, 1, 0, 1
    node_stack_top2 = 0, 0.87, 0, 0, 1, 0, 1
    node_stack_bottom = 0, -0.87, 0, 0, -1, 0, 1
    node_stack_BayBot = 0, -0.69, 0, 0, 1, 0, 1
    node_stack_BayTop = 0, 0.69, 0, 0, -1, 0, 1
    node_attach = 0,0,0.70,0,0,-1

    node_stack_PortFwdWheel  = -0.626,-0.63,0,-1,0,0,0

    node_stack_PortMidWheel  = -0.626,0,0,-1,0,0,0

    node_stack_PortAftWheel  = -0.626,0.63,0,-1,0,0,0

    node_stack_StbdFwdWheel  = 0.626,-0.63,0,1,0,0,0

    node_stack_StbdMidWheel  = 0.626,0,0,1,0,0,0

    node_stack_StbdAftWheel  = 0.626,0.63,0,1,0,0,0

    node_stack_DorsFwdWheel  = 0,-0.63,-0.6,0,-1,0,0

    node_stack_DorsMidWheel  = 0,0,-0.6,0,-1,0,0

    node_stack_DorsAftWheel  = 0,0.63,-0.6,0,-1,0,0

    node_stack_120PortMid  = -0.5534,0,0.3195,-1,0,0.6,0

    node_stack_120StbdMid  = 0.5534,0,0.3195,1,0,0.6,0

    node_stack_120DorsMid  = 0,0,-0.63,0,0,-1,0

    node_stack_behindGrappler  = 0,-0.53,0.58,0,0,1,0


    // //inside cargo bay floor facing out

    node_stack_CargoBayFloor01 =  0.3, 0.4, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor02 =  0.0, 0.4, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor03 = -0.3, 0.4, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor04 =  0.3, 0.0, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor05 =  0.0, 0.0, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor06 = -0.3, 0.0, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor07 =  0.3, -0.4, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor09 = -0.3, -0.4, 0.4, 0,0,-1, 0

    node_stack_CargoBayFloor08 =  0.0, -0.4, 0.4, 0,0,-1, 0

 

    stackSymmetry = 0

    fx_gasBurst_white = 0, 0.0, 0.7, 0, 0.0, -1.0, decouple
    sound_vent_large = decouple

    // --- editor parameters ---
    TechRequired = actuators
    entryCost = 4200
    cost = 2200
    category = Pods
    subcategory = 0
    title = Orbital Tug Grappler Jr Sea
    manufacturer = Ark Propulsions and CJ Marine
    description = Jeb said this would be useful despite the fact that most

engineers disagreed.
    
    
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach,

allowCollision
    attachRules = 1,0,1,1,0
    
    // --- standard part parameters ---
    mass = 0.55
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    bulkheadProfiles = size1
    maxTemp = 1200
    skinMaxTemp = 2000

    vesselType = Ship
    CrewCapacity = 1
    showVesselNaming = True

    fuelCrossFeed = True
    explosionPotential = 0.5

    tags = chair control arm capture claw connect dock fasten grab join

klaw cck-tug water tug otter

    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = true
        toggleEditor = true
        toggleFlight = true
    }

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = grappleJRDeploy
        startEventGUIName = Arm Grappler
        endEventGUIName = Disarm Grappler
        actionGUIName = Toggle Grappler
        allowAnimationWhileShielded = False
        layer = 12
    }
        
    MODULE
    {
        name = ModuleGrappleNode
        nodeTransformName = grappleNode
        controlTransformName = controlNode
        deployAnimationController = 0    
        nodeType = size1
        captureRange = 0.05    
        captureMinFwdDot = 0.5
        captureMaxRvel = 0.5
        pivotRange = 0
    }

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = grappleJRDoors
        startEventGUIName = Open Bay
        endEventGUIName = Close Bay
        actionGUIName = Toggle Doors
        layer = 14
        allowAnimationWhileShielded = False
        allowDeployLimit = true
        revClampDirection = true
        revClampSpeed = false
        revClampPercent = false    
    }
    
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 2
        closedPosition = 0
        lookupRadius = 0.75
        nodeInnerForeID = BayTop
        nodeInnerAftID = BayBot
    }

    MODULE
    {
        name = ModuleReactionWheel
        
        PitchTorque = 2
        YawTorque = 2
        RollTorque = 2
        torqueResponseSpeed = 2 // this was missing
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.04
        }
    }

    MODULE
    {
        name = ModuleRCSFX
        thrusterTransformName = RCSthruster
        thrusterPower = 0.0001
        resourceName = IntakeWater
        runningEffectName = running
        atmosphereCurve

        {

            key = 0 1

            key = 0.98 1
             key = 1 15000
             key = 2 20000
        }

    }

    EFFECTS
    {
        running
        {
            AUDIO_MULTI_POOL
            {
                channel = Ship
                transformName = RCSthruster
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.1 0.0
                volume = 0.5 0.025
                volume = 1.0 0.1
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/IonPlume
                transformName = RCSthruster
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }
    }

    //MODULE
    {
        name = ModuleLight // ModuleStockLightColoredLens
        lightName = JRLight
        defaultActionGroup = Light
        useAnimationDim = true
        animationName = grappleJRLight
        resourceAmount = 0.07
        useResources = true
        lightBrightenSpeed = 3.5
        lightDimSpeed = 3.5
        lightR = 1
        lightG = 0.875
        lightB = 0.675
              lensBrightness = 0.8
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = grappleJRLight
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }
    
    MODULE
    {
        name = ModuleAnchoredDecoupler
        anchorName = anchor
        ejectionForce = 1
        explosiveNodeID = top
        stagingEnabled = False
    }
    MODULE
    {
        name = ModuleAnchoredDecoupler
        anchorName = anchor
        ejectionForce = 1
        explosiveNodeID = bottom
        stagingEnabled = False
    }        
    MODULE
    {
        name = KerbalSeat
        seatPivotName = seatPivot
        ejectDirection = 0, 1, 0
    }
        MODULE

        {

            name = ModuleCommand

            minimumCrew = 1        
        
        }

    MODULE
    {
        name = ModuleJettison
        jettisonName = shroudTop
        bottomNodeName = top
        isFairing = False
        jettisonedObjectMass = 0.1
        jettisonForce = 1
        jettisonDirection = 1 0 0
    }
    MODULE
    {
        name = ModuleJettison
        jettisonName = shroudBot
        bottomNodeName = bottom
        isFairing = False
        jettisonedObjectMass = 0.1
        jettisonForce = 1
        jettisonDirection = -1 0 0
    }
    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = false
        toggleEditor = true
        toggleFlight = true
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IntakeWater
            rate = 6
        }    
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 800
        maxAmount = 800
    }

    RESOURCE
    {
        name = MonoPropellant
        amount = 75
        maxAmount = 75
    }
    RESOURCE

    {

        name = IntakeWater
        amount = 10
        maxAmount = 10
    }

    MODULE
    {
        name = ModuleInventoryPart
        InventorySlots = 1
        packedVolumeLimit = 600
    }
    //DRAG_CUBE
    {
        cube = A, 2.086,0.7927,1.844, 2.086,0.7959,1.674,

1.334,0.888,1.717, 1.334,0.9215,1.343, 3.6,0.7946,1.326, 3.6,0.8681,1.188, -

2.384E-07,0.2943,0.04399, 2.502,2.129,1.474
        cube = B, 2.284,0.8026,1.252, 2.284,0.8033,1.089,

1.304,0.8822,1.717, 1.304,0.9199,1.352, 2.164,0.7151,1.14, 2.164,0.7734,0.946,

0,0.2943,0.05471, 1.343,2.129,1.452
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Fill Start
        shutdownGUIName = Trim Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.25
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Empty Start
        shutdownGUIName = Trim Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }
    }
    RESOURCE
    {
        name = SuBall
        amount = 0.00
        maxAmount = 60.0
    }

}

 

Link to comment
Share on other sites

This is for the Tug Pod for ocean work. Again haven't tested with original activated. Will have to go test these things out to see if any conflicts. It goes well with it's big grappler and parts from the USI Sub Pack.

GameData\OrbitalTug\pod\  named  OrbitalTugPodSea.cfg

Spoiler

PART
{
    // --- general parameters ---
    name = OrbitalTugPodSea
    module = Part
    author = nli2work, ColdJ

    // --- asset parameters ---
    MODEL
    {
        model = OrbitalTug/pod/OrbitalTugPod
        texture = stripes_blk, OrbitalTug/colors/stripes_blk
    }

    rescaleFactor = 1

    // --- node definitions ---
    node_stack_bottom = 0, -0.30, 0, 0, -1, 0, 1

    node_stack_PortAftMid = -0.58, 0.0, 0.0, -1,0,0,0

    node_stack_StbdAftMid = 0.58, 0.0, 0.0, 1,0,0,0

    node_stack_PortMidMid = -0.5, 0.4, 0.0, -1,0,0,0

    node_stack_StbdMidMid = 0.5, 0.4, 0.0, 1,0,0,0

    node_stack_PortFwdMid = -0.31, 0.87, 0.0, 0,1,0,0

    node_stack_StbdFwdMid = 0.31, 0.87, 0.0, 0,1,0,0

    // outside base facing out

    node_stack_MidAftTop = 0.0, -0.02, -0.63, 0,0,-1, 0

    node_stack_MidAftBottom = 0.0, -0.02, 0.63, 0,0,1, 0

    node_stack_MidAftBackbot = 0.0, -0.09, 0.63, 0,0,1, 0

    // winch attachment

    node_stack_winch = 0.0, 0.86, 0.18, 0.0, 1.0, 0.0, 0


    stackSymmetry = 2
    buoyancy = 2
    // --- editor parameters ---
    TechRequired = commandModules
    entryCost = 4200
    cost = 2200
    category = Pods
    subcategory = 0
    title = Orbital Tug Command Module for the Sea
    manufacturer = Ark Propulsions and CJ Marine.
    description = A sturdy command pod, designed for wrangling wrecks or other sea bottom things.

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0

    // --- standard part parameters ---
    mass = 1.0
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 45
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 1200
    skinMaxTemp = 2000
    
    fuelCrossFeed = True
    explosionPotential = 0.5

    vesselType = Ship
    CrewCapacity = 1
    showVesselNaming = True

    bulkheadProfiles = size1

// added orbital, tug to tags
    tags = tug sub water otter

// added this to force persistence to include vessel - else if not set, will alter name every time it docks/grapples.
    VESSELNAMING
    {
        name = Orbital Tug
        type = Plane
        priority = 5
    }

    INTERNAL
    {
        name = OrbitalTugIVA
        scale = 1.0, 1.0, 1.0
    }

    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = true
        toggleEditor = true
        toggleFlight = true
    }

    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
        hasHibernation = True
        hibernationMultiplier = 0.00125
        defaultControlPointDisplayName = Up
        CONTROLPOINT
        {
            name = forward
            displayName = Forward
            orientation = 90,0,0
        }
        CONTROLPOINT
        {
            name = reverse
            displayName = Reverse
            orientation = 0,0,180
        }
    }

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = OUVAntennaDeploy
        layer = 8
        allowAnimationWhileShielded = False
        startEventGUIName = Extend Antenna
        endEventGUIName = Retract Antenna
        actionGUIName = Toggle Antenna
    }

    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = RELAY
        packetInterval = 0.20
        packetSize = 4
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 600000
        optimumRange = 100000
        packetFloor = .1
        packetCeiling = 5
    }

    MODULE
    {
        name = ModuleProbeControlPoint
        minimumCrew = 1
        multiHop = False
    }

    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Experiment Data
        storeActionName = Store Experiment Data
        collectActionName = Take Experiment Data
        evaOnlyStorage = True
        storageRange = 2
        allowRepeatedSubjects = False
    }

    MODULE
    {
        name = ModuleScienceExperiment    
        experimentID = crewReport
        experimentActionName = Create Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Crew Report
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        rerunnable = True
        xmitDataScalar = 1.0
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }

    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 5
        YawTorque = 5
        RollTorque = 5
        torqueResponseSpeed = 5.0
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.1 // 0.24
        }
    }

    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IntakeWater
            rate = 6
        }    
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = tugWindowLight
        layer = 9
        startEventGUIName = Cabin Lights ON
        endEventGUIName = Cabin Lights OFF
        actionGUIName = Toggle Cabin Lights
        defaultActionGroup = Light
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = podBeams
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }

    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    
    RESOURCE
    {
        name = ElectricCharge
        amount = 800.00
        maxAmount = 800.00
    }

    RESOURCE
    {
        name = MonoPropellant
        amount = 25
        maxAmount = 25
    }
    RESOURCE

    {

        name = IntakeWater
        amount = 10
        maxAmount = 10
    }
    
    //DRAG_CUBE
    //{
        //cube = Default, 1.306,0.7377,0.919, 1.306,0.7379,0.9024, 1.275,0.6091,1.253, 1.275,0.9121,0.9281, 1.238,0.7208,0.9735, 1.237,0.7042,1.168, 4.411E-05,0.2554,-0.08577, 1.212,1.279,1.455
    //}
    MODULE
    {
        name = ModuleInventoryPart
        InventorySlots = 1
        packedVolumeLimit = 600
    }

    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain
            Mode = Biome,#autoLOC_438890 //#autoLOC_438890 = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }
}

This is the internal for it. I made some texture changes in mine so I will just give you the 3 props I added. Just paste them in at the bottom of the config between the last 2 brackets.   in   GameData\OrbitalTug\pod\internal\orbitTugIVA.cfg

Spoiler

    PROP
    {
        name = Seat_Pilot
        position = 0,-0.265,-0.025
        rotation = 0,180,0,0
        scale = 1,1,1
    }
    PROP
    {
        name = IndicatorPanel
        position = -0.30,-0.03,-0.415
        rotation = 0.6797147,0.2290000,-0.1949051,0.6797147
        scale = 1.2,1.2,1.2
    }
    PROP
    {
        name = NavBall
        position = 0.30,-0.02,-0.425
        rotation = 0.6797147,-0.1949051,0.1949051,0.6797147
        scale = 1.6,1.6,1.6
    }

 

 

Link to comment
Share on other sites

The things that will follow will require the USI Exploration Pack. I am doing my best to make things MM and Firespitter free. The Derp2 inflatable escape pod is using the  DERP_POD.mu from the 1.3.0 iteration because the parachute being visible has been more reliable.

I have generally just been adjusting the originals, so except for the Aqua Pod and it's RCS packs, these will replace originals. Keep this in mind if you liked certain features from the originals. The mod packs are available here.

https://github.com/UmbraSpaceIndustries/ExplorationPack/releases and the water stuff will require my Working Underwater Lite Mod.

https://spacedock.info/mod/2749/Working Underwater Lite

The Aqua Pod and RCS have gone in next to the originals without problem.

So in  GameData\UmbraSpaceIndustries\ExpPack\AES\    create  AESAqua.cfg and paste in

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/ExpPack/AES/Assets/AES
    position = 0,0,.15
}
name = AES_PodAqua
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0, -0.31, 0, 0.0, -1.0, 0.0, 0
node_stack_Right = 0.335, 0, 0, 1.0, 0, 0, 0
node_stack_Left = -0.335, 0, 0, -1.0, 0, 0, 0
node_stack_top = 0, 0, -0.420, 0, 0, -1.0, 0
node_stack_base = 0, 0, 0.405, 0.0, 0, 1.0, 0
// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 6800
cost = 1500
category = Pods
subcategory = 0
title = Aqua Pod
manufacturer = Umbra Space Industries and CJ Marine
description = A one Kerbal recovery pod to explore sunken wrecks.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.275
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3400
bulkheadProfiles = size0
tags = AES
vesselType = Lander

    // --- internal setup ---
    CrewCapacity = 1

    INTERNAL
    {
         name = AESInternal
    }

    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 500
        maxAmount = 500    
    }
    MODULE
    {
        name = ModuleSAS
    }

    MODULE
    {
        name = ModuleReactionWheel
    
        PitchTorque = 1
        YawTorque = 1
        RollTorque = 1
    
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.03
        }
    }
    MODULE
    {
        name = ModuleScienceExperiment    
    
        experimentID = crewReport
    
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
    
        useStaging = False    
        useActionGroups = True
        hideUIwhenUnavailable = True    
        rerunnable = True
    
        xmitDataScalar = 1.0
    }
    MODULE
    {
        name = ModuleScienceContainer
    
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments
        evaOnlyStorage = True
        storageRange = 1.3
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Lights
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }

    RESOURCE
    {
        name = IonSteam
        amount = 10
        maxAmount = 10
    }
    RESOURCE
    {
        name = EVA Ballast
        amount = 0.00
        maxAmount = 10.0
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        requiresAllInputs = true
        activateGUIName = FillEB Start
        shutdownGUIName = FillEB Stop
    OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.200
        }
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.001
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        isAlwaysActive = false
        activateGUIName = EmptyEB Start
        shutdownGUIName = EmptyEB Stop
    OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.001
        }
        
    INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.200
        }
    }

    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IonSteam
            rate = 10
        }    
        INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.005
        }

    }
}

Then create  AES_RCSAqua.cfg and paste in.

Spoiler

PART
    {
    // --- general parameters ---
    name = AES_RCSWater
    module = Part
    author = RoverDude, ColdJ

    // --- asset parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/ExpPack/AES/Assets/AES_RCS
    }
    rescaleFactor = 1.0

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_left = 0.0, -0.05, 0, 0.0, -1, 0, 0
    node_stack_right = 0.0, 0.05, 0,0.0, 1, 0, 0

    // --- editor parameters ---
    TechRequired = precisionEngineering
    entryCost = 6800
    cost = 500
    category = Control
    subcategory = 0
    title = Aqua Pod RCS
    manufacturer = Umbra Space Industries and CJ Marine
    description = Aqua Rcs for Aqua Pod
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach,     allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 0.05
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 80
    maxTemp = 3400
    bulkheadProfiles = size0
    tags = AES
        //MODULE
        //{
            //name = ModuleRCS
            //thrusterTransformName = RCSTransform
            //thrusterPower = 0.25
            //resourceName = MonoPropellant
            //resourceFlowMode = STAGE_PRIORITY_FLOW
            //fxOffsetRot = 180
            //atmosphereCurve
            //{
                //key = 0 240
                //key = 1 100
                //key = 4 0.001
            //}
        //}
        EFFECTS

        {

            running
    
            {

                AUDIO

                {

                    channel = Ship

                    clip = sound_rocket_mini

                    volume = 0.0 0.0

                    volume = 0.02 0.2

                    volume = 0.2 0.2

                    volume = 0.4 0.2

                    pitch = 0.0 0.7

                    pitch = 1.0 1.5

                    loop = true

                }

                MODEL_MULTI_PARTICLE

                {

                    modelName = Squad/FX/Monoprop_small

                    transformName = RCSTransform
                    emission = 0.0 0.0

                    emission = 0.1 0.0

                    emission = 0.4 1.0

                    speed = 0.0 0.8

                    speed = 1.0 1.0
    
                    localRotation = -90, 0, 0

                }

            }
        }

        MODULE

        {

            name = ModuleRCSFX

            thrusterTransformName = RCSTransform
            thrusterPower = 0.25
            resourceName = IonSteam

            runningEffectName = running

            resourceFlowMode = STAGE_PRIORITY_FLOW
            atmosphereCurve

            {

                key = 0 240
                key = 1 100
                key = 4 240
            }

        }

        RESOURCE

        {

            name = IonSteam
            amount = 5

            maxAmount = 5

        }

}

The next 2 are 1.12.1 stock and Breaking ground reconfigs to create a small piston and micro grabber for use with the AquaPod.

in  GameData\Squad\Parts\Utility\smallClaw\  create  smallClawMicro.cfg  and paste in  

Spoiler

PART
{
    name = smallClawMicro
    module = Part
    author = Squad, ColdJ
    mesh = smallClaw.mu
    scale = 1
    buoyancy = 0.0
    rescaleFactor = 0.3
    node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1
    node_attach = 0.0, -0.06, 0.00, 0.0, -1.0, 0.0, 1
    TechRequired = actuators
    entryCost = 4100
    cost = 315
    category = Coupling
    subcategory = 0
    title = Advanced Grabbing Unit Micro
    manufacturer = Kerbal Motion LLC and CJ Marine
    description = Usually, when you want to improve a part, the first thing any self-respecting Kerbal engineer thinks about is making it bigger and adding more power.  Rarely, that's not the ideal solution.  Thus was born the AGU jr.  Instead of making a bigger claw, Kerbal Motion has designed a micro one, when you need a small helping hand to latch onto something in those hard to reach places
    attachRules = 1,1,0,0,0
    mass = 0.03
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 2000 // = 3600
    fuelCrossFeed = False
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    bulkheadProfiles = size0, srf
    tags = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa aes water
    MODULE
    {
        name = ModuleGrappleNode
        nodeTransformName = ArticulatedCap
        deployAnimationController = 1
        nodeType = size1
        captureRange = 0.1
        captureMinFwdDot = 0.733
        captureMaxRvel = 1
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Deploy
        startEventGUIName = #autoLOC_502073 //#autoLOC_502073 = Arm
        endEventGUIName = #autoLOC_502074 //#autoLOC_502074 = Disarm
        actionGUIName = #autoLOC_502075 //#autoLOC_502075 = Toggle Arming
    }
    MODULE
    {
        name = FXModuleLookAtConstraint
        CONSTRAINLOOKFX
        {
            rotatorsName = Piston1
            targetName = Sleeve1
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Sleeve1
            targetName = Mounting1
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Piston2
            targetName = Sleeve2
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Sleeve2
            targetName = Mounting2
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Piston3
            targetName = Sleeve3
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Sleeve3
            targetName = Mounting3
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Piston4
            targetName = Sleeve4
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = Sleeve4
            targetName = Mounting4
        }
        CONSTRAINLOOKFX
        {
            rotatorsName = BaseSleeve1
            targetName = MainSleeveLookTarget
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModulePartVariants
        primaryColor = #ffffff
        secondaryColor = #ffffff
        baseDisplayName = #autoLOC_8007119
        baseThemeName = White
        useMultipleDragCubes = false
                
        VARIANT
        {
            name = Dark
            displayName = #autoLOC_8007117
            themeName = Dark
            primaryColor = #000000
            TEXTURE
            {
                mainTextureURL = Squad/Parts/Utility/smallClaw/grabberSmallDiffuseDark
                _BumpMap= Squad/Parts/Utility/smallClaw/grabberSmallNRM
                
            }
        }
                    
    }
    MODULE
    {
        name = ModuleCargoPart
        packedVolume = 100
    }
}

And then in   GameData\SquadExpansion\Serenity\Parts\Robotics\  create   piston_02Micro.cfg and paste in.

Spoiler

PART
{
    name = piston_02Micro
    module = Part
    author = RoverDude, ColdJ
    MODEL
    {
        model = SquadExpansion/Serenity/Parts/Robotics/Assets/piston_02
    }
    rescaleFactor = 0.5
    node_stack_bottom = 0.0, -0.420726, 0.0, 0.0, -1.0, 0.0, 1
    node_stack_top = 0.0, 0.643867, 0.0, 0.0, 1.0, 0.0, 1
    node_attach = 0.0, -0.420726, 0.0, 0.0, -1.0, 0.0, 1
    TechRequired = advConstruction
    entryCost = 1000
    cost = 50
    category = Robotics
    subcategory = 0
    title = Micro Piston
    manufacturer = Moving Parts Experts Group and CJ Marine
    description = A micro piston.  Useful for many things, especially height-challenged Kerbals.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0
    mass = 0.015
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 12
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000 // = 5000
    bulkheadProfiles = size0
    tags = #autoLOC_8320052 //#autoLOC_8320052 = robot actuator piston

    DRAG_CUBE
    {
        cube = 0, 0.1669,0.7906,0.1986, 0.1669,0.7906,0.1986, 0.04346,0.9961,0.6001, 0.04346,0.9971,0.09918, 0.167,0.7954,0.2002, 0.167,0.7956,0.2002, -7.395E-05,0.1116,4.47E-08, 0.2085,1.065,0.2083
        cube = 50, 0.21905, 0.78175, 0.1914, 0.21905, 0.78175, 0.1914, 0.04346, 0.9961, 0.80205, 0.04346, 0.9971, 0.09817, 0.2245, 0.7774, 0.19535, 0.2245, 0.77745, 0.19615, -7.395e-05, 0.3116, 4.47e-08, 0.2085, 1.465, 0.2083
        cube = 100, 0.2712,0.7729,0.1842, 0.2712,0.7729,0.1842, 0.04346,0.9961,1.004, 0.04346,0.9971,0.09716, 0.282,0.7594,0.1905, 0.282,0.7593,0.1921, -7.395E-05,0.5116,4.47E-08, 0.2085,1.865,0.2083
    }
    MODULE
    {
        name = ModuleRoboticServoPiston
        servoTransformName = TopJoint
        servoSrfMeshNames = capTransform
        baseTransformName = BottomJoint
        servoAttachNodes = top
        traverseVelocityLimits = 0.01, 1
        hardMinMaxLimits = 0,0.4
        softMinMaxExtension = 0,0.4
        mainAxis = Y
        servoMass = 0.25
        maxMotorOutput = 100
        positionSpringMutliplier = 100
        positionDampingMutliplier = 20
        motorizedMassPerKN = 0.0002
        motorizedCostPerDriveUnit = 1
        efficiency = 0.85
        baseResourceConsumptionRate = 0.01
        referenceConsumptionVelocity = 1
        // if RESOURCE is used, negative power is simply dumped
        RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
        // INPUT_RESOURCE is by default equivalent to RESOURCE
        //INPUT_RESOURCE
        //{
        //    name = ElectricCharge
        //    rate = 1
        //}
        //OUTPUT_RESOURCE is required to reclaim energy from negative power
        //OUTPUT_RESOURCE
        //{
        //    name = ElectricCharge
        //    rate = 1
        //}
    }
    MODULE
    {
        name = ModulePartVariants
        baseVariant = Gray with Stripes
        baseThemeName = Gray with Stripes
        baseDisplayName = #autoLOC_8320084    //#autoLOC_8320084 = Gray with Stripes
        useMultipleDragCubes = false
        VARIANT
        {
            name = Gray with Stripes
            primaryColor = #999999
            secondaryColor = #4b7c9a
            displayName = #autoLOC_8320084    //#autoLOC_8320084 = Gray with Stripes
            GAMEOBJECTS
            {
                PistonStripes = true
            }
        }
        VARIANT
        {
            name = Gray
            displayName = #autoLOC_8007101 // autoLOC_8007101 = Gray
            themeName = Gray
            primaryColor = #999999
            TEXTURE
            {
                mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain
            }
            GAMEOBJECTS
            {
                PistonStripes = false
            }
        }
    }
    MODULE
    {
        name = ModuleResourceAutoShiftState
        affectedResourceName = ElectricCharge
        affectedModuleName = ModuleRoboticServoPiston
        resourceShutOffHandler = true
        resourceStartUpHandler = true
        resourceShutOffStartUpUsePercent = true
        resourceShutOffAmount = 0
        resourceShutOffPercent = 0
        resourceStartUpAmount = 0
        resourceStartUpPercent = 5
    }
    MODULE
    {
        name = ModuleCargoPart
        packedVolume = 55
    }
}

 

@Caerfinon and this last bit too. :)

 

Edited by ColdJ
Up'd the crash tolerance of AES to 60
Link to comment
Share on other sites

From the USI Exploration pack but using the 1.3.0 DERP_POD.mu   this replaces the config of the Inflatable escape pod so it doesn't need firespitter, will survive re-entry, uses the HERP interior so that it has a working internal that suits it. The Parachute works and it's staging can be turned off so that it doesn't go off early. It floats and has just enough reaction wheel to get you turned upright. It can decouple itself from whatever you had it attached to. Also stage destagable. Infation is done manually and is best done before you transfer in a Kerbal, for realism's sake. So in GameData\UmbraSpaceIndustries\SrvPack\DERP2\Parts\DERP_POD.cfg

Replace the entire contents with this.

Spoiler

PART
{
// --- general parameters ---
name = DERP_POD
module = Part
author = RoverDude, ColdJ

MODEL
{
    model = UmbraSpaceIndustries/SrvPack/DERP2/Assets/DERP_POD
    scale = 1,1,1
    texture = UmbraSpaceIndustries/SrvPack/DERP2/Assets/DERP_Shared_01    
            _SpecTint= 0.05
            _Shininess= 0.5
            _AmbientMultiplier= 0.6
}
rescaleFactor = 1


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z,

size
node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1, 0.0, 0


TechRequired = survivability
entryCost = 5000
cost = 250
category = Pods
subcategory = 0
title = #LOC_USI_DERP_POD_title
description = #LOC_USI_DERP_POD_description
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach,

allowCollision
attachRules = 1,0,0,0,0
breakingForce = 500
breakingTorque = 500
// --- standard part parameters ---
mass = 0.1
dragModelType = default
angularDrag = 2
crashTolerance = 1000
maxTemp = 3400
bulkheadProfiles = size0
maximum_drag = .20
minimum_drag = .2
CoMOffset = 0,0.25,0
//bodyLiftMultiplier = 0
stageOffset = -1
tags = derp umbra
CrewCapacity = 1
    INTERNAL
    {
          name = HERPInternal
        offset = 0, 0, -0.4
    }
    MODULE
    {
          name = ModuleParachute
        invertCanopy = true
        autoCutSpeed = 0.5
        capName = ParaCap
        canopyName = String
        semiDeployedAnimation =  PodChutePartial
        fullyDeployedAnimation = PodChuteFull
        stowedDrag = 0.22
        semiDeployedDrag = 2
        fullyDeployedDrag = 300
        minAirPressureToOpen = 0.02
        clampMinAirPressure = 0.02
        deployAltitude = 1000
        deploymentSpeed = 0.16667
        semiDeploymentSpeed = 0.5
        chuteMaxTemp = 2200
        chuteThermalMassPerArea = 0.08
        stagingToggleEnabledEditor = true
        stagingToggleEnabledFlight = true
    }        
    vesselType = Ship
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 0
    }
    MODULE
    {
        name = ModuleSAS
    }

    MODULE
    {
        name = ModuleReactionWheel

        PitchTorque = 0.5
        YawTorque = 0.5
        RollTorque = 0.5

        RESOURCE
        {
            name = ElectricCharge
            rate = 0.01
        }
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 50
        maxAmount = 50
    }

    MODULE
    {
        name = ModuleAblator
        ablativeResource = Ablator
        lossExp = -7500
        lossConst = 0.1
        pyrolysisLossFactor = 6000
        reentryConductivity = 0.01
        ablationTempThresh = 500
    }
    RESOURCE
    {
        name = Ablator
        amount = 300
        maxAmount = 300
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = InflatePod
        layer = 9
        startEventGUIName = Inflate
        endEventGUIName = Deflate
        actionGUIName = Toggle Flation
    }
    MODULE
    {
        name = ModuleAnchoredDecoupler
        anchorName = anchor
        ejectionForce = 2
        explosiveNodeID = bottom
        stagingEnabled = False
    }
    MODULE
    {
        name = ModuleCargoPart    
        stackableQuantity = 1
        packedVolume = -1
    }


}

This next replaces the  DERP_ServiceRing.cfg   So that the landing gear work and the RCS work right in 1.12.1 without firespitter.

So in GameData\UmbraSpaceIndustries\SrvPack\DERP2\Parts\DERP_ServiceRing.cfg  replace the contents with.

Spoiler

PART
{
// --- general parameters ---
name = DERP_ServiceRing
module = Part
author = RoverDude, ColdJ

MODEL
{
    model = UmbraSpaceIndustries/SrvPack/DERP2/Assets/DERP_ServiceRing
    scale = 1,1,1
}
rescaleFactor = 1
CoMOffset = 0,-1.5,0


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size
node_stack_side_1 = .2416,-.12,.2416,1,0,1,0
node_stack_side_2 = -.2416,-.12,.2416,-1,0,1,0
node_stack_side_3 = -.2416,-.12,-.2416,-1,0,-1,0
node_stack_side_4 = .2416,-.12,-.2416,1,0,-1,0
node_stack_ctrMount = 0,-.12,0,0,1,0,0

node_stack_top = 0.0, 0.0, 0.0, 0.0, 1, 0.0, 0
node_stack_bottom = 0.0, -0.3311, 0.0, 0.0, -1, 0.0, 0

// --- FX definitions ---

    
// --- editor parameters ---
TechRequired = advFlightControl
entryCost = 5000
cost = 250
category = Control
subcategory = 0
title = #LOC_USI_DERP_ServiceRing_title
description = #LOC_USI_DERP_ServiceRing_description
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
breakingForce = 500
breakingTorque = 500
// --- standard part parameters ---
mass = 0.2
dragModelType = default
angularDrag = .25
crashTolerance = 12
maxTemp = 3400
bulkheadProfiles = size0
maximum_drag = .25
minimum_drag = .15
CoMOffset = 0,0,0

    // --- FX definitions ---
    fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple
    sound_vent_large = decouple

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Deploy
        layer = 9
        startEventGUIName = Deploy
        endEventGUIName = Retract
        actionGUIName = Toggle Deploy
        defaultActionGroup = Gear
    }

    MODULE
    {
        name = ModuleJettison
        jettisonName = Fairing
        bottomNodeName = bottom
        isFairing = True
        jettisonedObjectMass = 0.05
        jettisonForce = 1.5
        jettisonDirection = 0 0 1
    }
    
    MODULE
    {
        name = ModuleDecouple
        ejectionForce = 250
        explosiveNodeID = bottom
    }
    
    //MODULE
   // {
       // name = ModuleRCS
       // thrusterTransformName = rcsThruster
       // thrusterPower = 1
       // resourceName = MonoPropellant
        //resourceFlowMode = ALL_VESSEL
        //atmosphereCurve
        //{
            //key = 0 240
            //key = 1 100
            //key = 4 0.001
        //}
   // }
    EFFECTS

    {

        running
    
    {

            AUDIO

            {

                channel = Ship

                clip = sound_rocket_mini

                volume = 0.0 0.0

                volume = 0.02 0.2

                volume = 0.2 0.2

                volume = 0.4 0.2

                pitch = 0.0 0.7

                pitch = 1.0 1.5

                loop = true

            }

            MODEL_MULTI_PARTICLE

            {

                modelName = Squad/FX/Monoprop_small

                transformName = rcsThruster

                emission = 0.0 0.0

                emission = 0.1 0.0

                emission = 0.4 1.0

                speed = 0.0 0.8

                speed = 1.0 1.0
    
            localRotation = -90, 0, 0

            }

        }
    }

    MODULE

    {

        name = ModuleRCSFX

        thrusterTransformName = rcsThruster
        thrusterPower = 1
        resourceName = MonoPropellant

        runningEffectName = running

        resourceFlowMode = ALL_VESSEL
        atmosphereCurve

        {

            key = 0 250

             key = 1 80

             key = 3 0.001

        }

    }

    RESOURCE

    {

        name = MonoPropellant

        amount = 5

        maxAmount = 5

    }
    
}

 

 

Link to comment
Share on other sites

16 hours ago, Caerfinon said:

Are the added props stock? or is a mod required for them?

The props are all stock, I try to make things so that an average player doesn't have to load too much. Reminds me I will need to reroute some Eagle props if I ever get around to finishing and releasing it as a mod.

To anyone who reads this. I leave old modules from the original configurations in but commented out so they don't load, as reference points to the old configurations. You can delete those modules if you like, but don't remove the comment double forward slashes or the part will stop function correctly.

I stumbled upon another great use for the Aqua Cat while looking to see if I could turn the helmet lights off on my Kerbal.

I believe I can fly.

iJyCD3N.png2iUTCD6.pngCoYdSVE.png

@Caerfinon @Dientus @Martian Emigrant @Astrion

Edited by ColdJ
Link to comment
Share on other sites

1 minute ago, ColdJ said:

I haven't tried this in earlier than 1.12.1 yet, but I am guessing as long as the parachute is the cargo variety it works?

@Dientus

I only meant that since the update and the rotating docks issue I haven't played KSP because I have 3 rather large space stations I don't want krakenified :grin: So I been waiting for a large bugfix update, but what you show me looks really good so I just may move my old save games out and start up bone stock to play with your toys ;p

Link to comment
Share on other sites

So a few more from the USI Explorer pack. These replace the originals.

GameData\UmbraSpaceIndustries\ExpPack\AES\AES.cfg

Copy and paste over the contents.
 

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/ExpPack/AES/Assets/AES
    position = 0,0,.15
}
name = AES_Pod
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0, -0.31, 0, 0.0, -1.0, 0.0, 0
node_stack_Right = 0.335, 0, 0, 1.0, 0, 0, 0
node_stack_Left = -0.335, 0, 0, -1.0, 0, 0, 0
node_stack_top = 0, 0, -0.420, 0, 0, -1.0, 0
node_stack_base = 0, 0, 0.405, 0.0, 0, 1.0, 0
// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 6800
cost = 1500
category = Pods
subcategory = 0
title = #LOC_USI_AES_Pod_title
manufacturer = Umbra Space Industries
description = #LOC_USI_AES_Pod_description
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.15
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3400
bulkheadProfiles = size0
tags = AES
vesselType = Lander

    // --- internal setup ---
    CrewCapacity = 1

    INTERNAL
    {
         name = AESInternal
    }

    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 500
        maxAmount = 500    
    }
    MODULE
    {
        name = ModuleSAS
    }

    MODULE
    {
        name = ModuleReactionWheel
    
        PitchTorque = 1
        YawTorque = 1
        RollTorque = 1
    
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.03
        }
    }
    MODULE
    {
        name = ModuleScienceExperiment    
    
        experimentID = crewReport
    
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
    
        useStaging = False    
        useActionGroups = True
        hideUIwhenUnavailable = True    
        rerunnable = True
    
        xmitDataScalar = 1.0
    }
    MODULE
    {
        name = ModuleScienceContainer
    
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments
        evaOnlyStorage = True
        storageRange = 1.3
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Lights
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }
    RESOURCE
    {
        name = MonoPropellant
        amount = 5
        maxAmount = 5
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
              name = ElectricCharge
               rate = 1.25
        }
    }
}

GameData\UmbraSpaceIndustries\ExpPack\AES\AES_DuctedFan.cfg

Copy and paste over the contents.

Spoiler

PART
{
    // --- general parameters ---
    name = AES_DuctedFan
    module = Part
    author = RoverDude, ColdJ

    // --- asset parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/ExpPack/AES/Assets/VTOLRCS
        scale = 0.2,0.2,0.2
    }

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_top = 0, 0, -0.725, 0, 0, -1, 0
    node_attach = 0, 0, -0.725, 0, 0, 1, 0
    rescaleFactor = 1


    // --- editor parameters ---
    TechRequired = fieldScience
    entryCost = 6800
    cost = 1500
    category = Propulsion
    subcategory = 0
    title = #LOC_USI_AES_DuctedFan_title
    manufacturer = Umbra Space Industries
    description = #LOC_USI_AES_DuctedFan_description
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,1,1

    // --- standard part parameters ---
    mass = 0.15
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 30
    maxTemp = 3400
    bulkheadProfiles = size0,srf
    breakingForce = 100
    breakingTorque = 100
    stagingIcon = LIQUID_ENGINE
    tags = AES
    MODULE
    {
        name = ModuleEnginesFX
        thrustVectorTransformName = ThrustTransform
        minThrust = 0
        maxThrust = 10
        heatProduction = 50
        exhaustDamage = False
        ignitionThreshold = 0.1
        useEngineResponseTime = True
        engineAccelerationSpeed = 1.00
        engineDecelerationSpeed = 1.00
        useVelocityCurve = True
        fxOffset = 0, 0, 0
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 2.0
            DrawGauge = True
        }
        PROPELLANT
        {
            name = IntakeAtm
            ratio = 1.0
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 150 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        machLimit = 0.75
        machHeatMult = 6.0
        velCurve
        {
            key = 0 1 0 -0.125804
            key = 0.35 0.96 0 0
            key = 1.05 1.2 0.5409369 0.5409369
            key = 1.67 1.7 0 0
            key = 2.15 1.1 -3.49991 -3.49991
            key = 2.3 0.5 -3.164169 -3.164169
            key = 2.5 0 0.004306508 0
        }
        atmCurve
        {
            key = 0 0 0 0
            key = 0.1 0.1 1.276916 1.276916
            key = 0.297 0.35 1.304143 1.304143
            key = 0.538 0.59 0.8485174 0.8485174
            key = 1 1 0.8554117 0
        }        
    }

    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeAtm
        checkForOxygen = False
        area = 0.01
        intakeTransformName = AirIntake
    }

    RESOURCE
    {
        name = IntakeAtm
        amount = 0.2
        maxAmount = 0.2
        isTweakable = false
        hideFlow = true
    }    

    //MODULE
    //{
        //name = ModuleRCS
        //thrusterTransformName = RCSThruster
        //thrusterPower = 0.1

        //PROPELLANT
        //{
            //name = ElectricCharge
            //ratio = 5
        //}
        //PROPELLANT
        //{
            //name = IntakeAtm
            //ratio = 1
        //}

        //atmosphereCurve
        //{
            //key = 0 337.5
            //key = 1 450
        //}
    //}
    MODULE

    {

        name = ModuleRCSFX

        thrusterTransformName = RCSThruster
        thrusterPower = 0.25
        resourceName = IntakeAtm

        runningEffectName = running

        resourceFlowMode = STAGE_PRIORITY_FLOW    
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 5
        }
        PROPELLANT
        {
            name = IntakeAtm
            ratio = 1
        }

        atmosphereCurve
        {
            key = 0 337.5
            key = 1 450
        }
    }
    MODULE  //---- top blades
    {
        name = FSplanePropellerSpinner
        propellerName = RotoTop
        rotationSpeed = -90
        thrustRPM = -300
        windmillRPM = 0.1
        windmillMinAirspeed = 30
        spinUpTime = 3.5
        useRotorDiscSwap = 1
        rotorDiscName = PropBlurTop
        rotorDiscFadeInStart = 0.95
        rotorDiscSpeed = -25    
        blade1 = TopBlades        
    }

    MODULE  //---- bottom blades
    {
        name = FSplanePropellerSpinner
        propellerName = RotoBottom
        rotationSpeed = 88
        thrustRPM = 300
        windmillRPM = 0.1
        windmillMinAirspeed = 30
        spinUpTime = 3.5
        useRotorDiscSwap = 1
        rotorDiscName = PropBlurBot
        rotorDiscFadeInStart = 0.95
        rotorDiscSpeed = 26    
        blade2 = BottomBlades
    }    
        
    MODULE  //---- Spinner Cap. needed to continue spinning after rotor discs swap in.
    {
        name = FSplanePropellerSpinner
        propellerName = PropCapBot
        rotationSpeed = 250
        thrustRPM = 200
        windmillRPM = 0.1
        windmillMinAirspeed = 30
        spinUpTime = 4
    }
    MODULE  //---- Spinner Cap. needed to continue spinning after rotor discs swap in.
    {
        name = FSplanePropellerSpinner
        propellerName = PropCapTop
        rotationSpeed = -250
        thrustRPM = -200
        windmillRPM = 0.1
        windmillMinAirspeed = 30
        spinUpTime = 4        
    }    
    
    MODULE
    {
         name = FSengineSounds
         engage = UmbraSpaceIndustries/ExpPack/AES/Assets/KaPropFan_Start
         disengage = UmbraSpaceIndustries/ExpPack/AES/Assets/KaPropFan_Stop
         flameout = UmbraSpaceIndustries/ExpPack/AES/Assets/KaPropFan_Stop
         power = UmbraSpaceIndustries/ExpPack/AES/Assets/KaPropFan_Running
         powerPitchBase = 1
         thrustAddedToPitch = 0.8
         powerFadeInSpeed = 0.0218
         powerFadeInDelay = 15
         powerLowerThreshold = 0.0
         runningVolume = .25
         powerVolume = .5
         engageVolume = .25
         disengageVolume = .25
         flameoutVolume = .5
         randomStartDelay = 1.0 //for playing engines slightly out of sync
    }    
        
    fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout
    MODULE
    {
        name = FSswitchEngineThrustTransform
        defaultTTname = thrustTransform
        isReversed= false
    }

 

        EFFECTS

        {

            running
    
            {

                AUDIO

                {

                    channel = Ship

                    clip = sound_rocket_mini

                    volume = 0.0 0.0

                    volume = 0.02 0.2

                    volume = 0.2 0.2

                    volume = 0.4 0.2

                    pitch = 0.0 0.7

                    pitch = 1.0 1.5

                    loop = true

                }

                MODEL_MULTI_PARTICLE

                {

                    modelName = Squad/FX/Monoprop_small

                    transformName = RCSThruster
                    emission = 0.0 0.0

                    emission = 0.1 0.0

                    emission = 0.4 1.0

                    speed = 0.0 0.8

                    speed = 1.0 1.0
    
                    localRotation = -90, 0, 0

                }

            }
        }

   
}

GameData\UmbraSpaceIndustries\ExpPack\AES\AES_RCS.cfg

Copy and paste over the contents.

Spoiler

PART
    {
    // --- general parameters ---
    name = AES_RCS
    module = Part
    author = RoverDude, ColdJ

    // --- asset parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/ExpPack/AES/Assets/AES_RCS
    }
    rescaleFactor = 1.0

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_left = 0.0, -0.05, 0, 0.0, -1, 0, 0
    node_stack_right = 0.0, 0.05, 0,0.0, 1, 0, 0

    // --- editor parameters ---
    TechRequired = precisionEngineering
    entryCost = 6800
    cost = 500
    category = Control
    subcategory = 0
    title = #LOC_USI_AES_RCS_title
    manufacturer = Umbra Space Industries
    description = #LOC_USI_AES_RCS_description
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach,     allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 0.05
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 8
    maxTemp = 3400
    bulkheadProfiles = size0
    tags = AES
        //MODULE
        //{
            //name = ModuleRCS
            //thrusterTransformName = RCSTransform
            //thrusterPower = 0.25
            //resourceName = MonoPropellant
            //resourceFlowMode = STAGE_PRIORITY_FLOW
            //fxOffsetRot = 180
            //atmosphereCurve
            //{
                //key = 0 240
                //key = 1 100
                //key = 4 0.001
            //}
        //}
        EFFECTS

        {

            running
    
            {

                AUDIO

                {

                    channel = Ship

                    clip = sound_rocket_mini

                    volume = 0.0 0.0

                    volume = 0.02 0.2

                    volume = 0.2 0.2

                    volume = 0.4 0.2

                    pitch = 0.0 0.7

                    pitch = 1.0 1.5

                    loop = true

                }

                MODEL_MULTI_PARTICLE

                {

                    modelName = Squad/FX/Monoprop_small

                    transformName = RCSTransform
                    emission = 0.0 0.0

                    emission = 0.1 0.0

                    emission = 0.4 1.0

                    speed = 0.0 0.8

                    speed = 1.0 1.0
    
                    localRotation = -90, 0, 0

                }

            }
        }

        MODULE

        {

            name = ModuleRCSFX

            thrusterTransformName = RCSTransform
            thrusterPower = 0.25
            resourceName = MonoPropellant

            runningEffectName = running

            resourceFlowMode = STAGE_PRIORITY_FLOW
            atmosphereCurve

            {

                key = 0 240
                key = 1 100
                key = 4 0.001
            }

        }

        RESOURCE

        {

            name = MonoPropellant

            amount = 5

            maxAmount = 5

        }

}

Remember to move the ducted fans up a few notches for COM balance, SAS is a must. They still chew electricity, but not as fast and if you land the battery will slowly top back up. This and the pod configs to come have the lights now coming on properly.

Edited by ColdJ
Made some edits for some leftout and better fans.
Link to comment
Share on other sites

C:\KSP1.12.1\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\HERP\parts\HERP_POD.cfg

Copy and paste over the contents.

Spoiler

PART
{
// --- general parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/ExpPack/HERP/assets/HERP_POD
    }
name = HERP_Pod
module = Part
author = RoverDude

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0, -0.53, 0, 0.0, -1.0, 0.0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 6800
cost = 1500
category = Pods
subcategory = 0
title = #LOC_USI_HERP_Pod_title
manufacturer = Umbra Space Industries
description = #LOC_USI_HERP_Pod_description
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.15
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 3400
bulkheadProfiles = size0

vesselType = Lander

// --- internal setup ---
CrewCapacity = 1

    INTERNAL
    {
          name = HERPInternal
    }

    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }

    RESOURCE
    {
        name = ElectricCharge
        amount = 10
        maxAmount = 10    
    }
    MODULE
    {
        name = ModuleSAS
    }

    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = .3
        YawTorque = .3
        RollTorque = .3
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.03
        }
    }
    MODULE
    {
        name = ModuleScienceExperiment    
        experimentID = crewReport
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
        useStaging = False    
        useActionGroups = True
        hideUIwhenUnavailable = True    
        rerunnable = True
        xmitDataScalar = 1.0
    }
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments
        evaOnlyStorage = True
        storageRange = 1.3
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Lights
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }
    //MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_6001409     //#autoLOC_6001409 = Lights On
        eventOffName = #autoLOC_6001408     //#autoLOC_6001408 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }

}

 

I haven't been adding inventory slots to these small pods, but If you want one just add the following module into the config.

 

    MODULE
    {
        name = ModuleInventoryPart        
        InventorySlots = 1
    }

Edited by ColdJ
Link to comment
Share on other sites

I am pretty sure that I have only changed the light unit on the PackRat rover. So

GameData\UmbraSpaceIndustries\ExpPack\PackRat\PackParts\PackRat_Front.cfg

Copy and paste over the contents.

Spoiler

PART
{
name = PackRat_Front
module = Part
author = RoverDude, ColdJ

MODEL
{
model = UmbraSpaceIndustries/ExpPack/PackRat/PackParts/PackRat_Front
scale = 1.1,1.1,1.1
}
rescaleFactor = 1

TechRequired = fieldScience
entryCost = 3100

cost = 300
category = Utility
subcategory = 0
title = #LOC_USI_PackRat_Front_title
manufacturer = Umbra Space Industries
description = #LOC_USI_PackRat_Front_description

node_stack_core01 = 0,.1,-.9,0,0,1,0  //-.85

attachRules = 1,0,1,1,0
CoMOffset = 0,-0.75,0
mass = 0.375

dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 1
maxTemp = 3600
bulkheadProfiles = size0

crashTolerance = 20
breakingForce = 20
breakingTorque = 20

tags = cck-rovers rover car light pack rat

    RESOURCE
    {
     name = ElectricCharge
     amount = 200
    maxAmount = 200
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Lights
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }
    MODULE:NEEDS[KIS]
    {
        name = ModuleKISItem
        equipSlot = Back Pocket
        carriable = true
        editorItemsCategory = false
        volumeOverride = 250
    }


}

 

 

This creates a Kerbal carryable cargo part that can be added or removed and moved, inflatable under water wreck recovery float bag. A Kerbal has to not be carrying anything else in their inventory to have it in theirs. But of course can move it about outside the inventory in build mode. Dive to a wreck, weld some of these on and manually inflate to lift the wreck up. It will stack 4 in a ship inventory slot.

GameData\UmbraSpaceIndustries\SrvPack\Floats\  create this  USI_Float_05Recover.cfg

copy and paste in and save.
 

Spoiler

PART
{
// --- general parameters ---
name = USI_Radial_Float_SmRecover
module = Part
author = RoverDude, ColdJ

MODEL
{
    model = UmbraSpaceIndustries/SrvPack/Floats/USI_Float01
    scale = .5,.5,.5
}

rescaleFactor = 1


// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size
node_attach = 0.0, 0.0, 0, 0, 0, -1, 2

// --- FX definitions ---

// --- editor parameters ---
TechRequired = survivability
entryCost = 5000
cost = 250
category = Utility
subcategory = 0
title = Wreck Recovery Inflatable
description = Attach this bag to a wreck and inflate to help lift it up.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,0,0,0
tags = umbra float
// --- standard part parameters ---
mass = 0.05
dragModelType = default
angularDrag = .25
crashTolerance = 250
maxTemp = 3400
bulkheadProfiles = srf
maximum_drag = .25
minimum_drag = .15
CoMOffset = 0,0,0
breakingForce = 500
breakingTorque = 500
    //MODULE
    {
        name = FSbuoyancy
        buoyancyForce = 0.0 // the force applied to lift the part, scaled by depth according to buoyancyRange
        buoyancyRange = 1.0 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0
        buoyancyVerticalOffset = 0.25 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam.
        maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing.
        dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3.
    debugMode = False // enables buoyancy control context menus
    waterImpactTolerance = 250 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds.
    splashFXEnabled = False // on by default, creates splashes even deep under water currently...
    }
    
    //MODULE
    {
        name = FloaterModule
        FireSpitterBuoyancyFieldName = buoyancyForce
        FireSpitterBuoyancyModuleName = FSbuoyancy        
        deployAnimationName = Deploy
        deployAnimationSpeed = -1.0            //animation shows float deflating, so speed needs to be reversed
        buoyancyWhenDeployed = 100.0        //in-game adjustable buyoancy %
        buoyancyWhenStowed = 0.0
        maxBuoyancy = 25.0                
        pumpPower = 100.0
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Deploy
        layer = 9
        startEventGUIName = Inflate
        endEventGUIName = Deflate
        actionGUIName = Toggle Flation
    }
    MODULE
    {
        name = ModuleCargoPart
        packedVolume = 30
        stackableQuantity = 4
    }
}

 

Link to comment
Share on other sites

Hello all. Now to get the USI Explorers Pack Sub pack done. All of this is compatible with (and most need) Working Underwater Lite.

Everything to follow goes in

GameData\UmbraSpaceIndustries\SubPack\Otter\Parts\

Create a new blank *.cfg named to the file name I give at each beginning and then copy and paste the info in the spoiler that follows it, in.

BallastTankCJ.cfg

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/SubPack/Otter/Assets/BallastTank
}
name = MiniSub_BallastTankCJ
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0


// --- editor parameters ---
TechRequired = advExploration
entryCost = 6800
cost = 250
category = Utility
subcategory = 0
title = Adjustable ventral mount Ballast tank.
manufacturer = Umbra Space Industries and CJ Marine
description = A balanced ballast tank.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0
CoMOffset = 0,0,-0.75

// --- standard part parameters ---
mass = 1.0
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 32
maxPressure = 12000
bulkheadProfiles = size0
tags = sub otter
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Fill Start
        shutdownGUIName = Trim Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.25
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Empty Start
        shutdownGUIName = Trim Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }
    }
    RESOURCE
    {
        name = SuBall
        amount = 0.00
        maxAmount = 30.0
    }

MODULE
{
    name = ModuleFuelJettison
}


}

RadialBallastCJ.cfg

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/SubPack/Otter/Assets/RadialBallast
}
name = MiniSub_RadialBallastCJ
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_n1 = -.86, 0.4, 0.0, -1.0, 0.0, 0.0,0
node_stack_n1 = -.86, -0.4, 0.0, -1.0, 0.0, 0.0,0


node_stack_Top = 0.0, 0.0, -0.095, 1.0, 0.0, 0.0, 0
node_stack_Bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0


// --- editor parameters ---
TechRequired = advExploration
entryCost = 6800
cost = 300
category = Utility
subcategory = 0
title = Radial Mount Ballast Tank
manufacturer = Umbra Space Industries and CJ Marine
description = Ballast tanks that take sides.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 1.0
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 32
maxPressure = 12000
bulkheadProfiles = size0
tags = sub otter
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Fill Start
        shutdownGUIName = Trim Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.25
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Empty Start
        shutdownGUIName = Trim Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }
    }
    RESOURCE
    {
        name = SuBall
        amount = 0.00
        maxAmount = 30.0
    }

MODULE
{
    name = ModuleFuelJettison
}

    MODULE
    {
        name = ModuleJettison
        jettisonName = TopMount
        bottomNodeName = Top
        isFairing = True
        jettisonedObjectMass = 0.1
        jettisonForce = 5
        jettisonDirection = 0 0 1
    }    
    
    MODULE
    {
        name = ModuleJettison
        jettisonName = BottomMount
        bottomNodeName = Bottom
        isFairing = True
        jettisonedObjectMass = 0.1
        jettisonForce = 5
        jettisonDirection = 0 0 1
    }        


}

SubBracket.cfg  ( this creates a bracket out of the radial engines to hold Juno sized intake and engine.)

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/SubPack/Otter/Assets/SubEngine
}
name = MiniSub_Bracket
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0
node_stack_front = 0.415, 0.1, 0.0, 0.0, 1.0, 0.0, 0
node_stack_back = 0.415, -0.1, 0.0, 0.0, -1.0, 0.0, 0
// --- editor parameters ---
TechRequired = advExploration
entryCost = 6800
cost = 400
category = Engine
subcategory = 0
title = Sub Radial Bracket
manufacturer = Umbra Space Industries and CJ Marine
description = A bracket for radial engines.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxPressure = 12000
bulkheadProfiles = size0
tags = otter sub water engine bracket
    fuelCrossFeed = True
    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = true
        toggleEditor = true
        toggleFlight = true
    }
}

SubHullCJ.cfg  (the internal for this will be forth coming but is a bit more complicated, it involves copying and modifying some Squad files)

Spoiler

PART
{
// --- general parameters ---
MODEL
{
    model = UmbraSpaceIndustries/SubPack/Otter/Assets/SubHull
}
name = MiniSub_SubHullCJ
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_left = -0.635,0.0,0.0,-1.0,0.0,0.0,0
node_stack_right = 0.635,0.0,0.0,1.0,0.0,0.0,0

node_stack_top = 0.0, .75, 0.0, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -.75, 0.0, 0.0, -1.0, 0.0, 0


// --- editor parameters ---
TechRequired = advExploration
entryCost = 6800
cost = 500
category = Utility
subcategory = 0
title = Passenger can for Submersive Explorers.
manufacturer = Umbra Space Industries and CJ Marine
description = When you need to take some company in to the depths.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0


// --- standard part parameters ---
mass = 1.0
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 32
maxPressure = 12000
bulkheadProfiles = size0
tags = sub otter
    CrewCapacity = 2
    INTERNAL
    {
        name = OtterCabinInternal
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 1
        YawTorque = 1
        RollTorque = 1
    }
    MODULE
    {
        name = ModuleInventoryPart
        InventorySlots = 2
        packedVolumeLimit = 900
    }
}

SubPodHerp.cfg  (this includes a stacked in Herp Pod so that it is now possible to exit and enter through the windscreen rather than get stuck if no other part of the craft has an internal.

Spoiler

PART
{
// --- general parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/SubPack/Otter/Assets/SubPod
    }

    MODEL
    {
        model = UmbraSpaceIndustries/ExpPack/HERP/assets/HERP_POD
        position = 0,0.12,-0.05
        scale = 0.8,1,1
    }

name = MiniSub_PodHerp
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_left_A = -0.5772,0.1521,0.225,-1,0,0,0
node_stack_left_B = -0.5772,-0.1679,-0.095,-1,0,0,0
node_stack_left_C = -0.5772,-0.586,0.0782,-1,0,0,0

node_stack_right_A = 0.5772,0.1521,0.225,1,0,0,0
node_stack_right_B = 0.5772,-0.1679,-0.095,1,0,0,0
node_stack_right_C = 0.5772,-0.586,0.0782,1,0,0,0

node_stack_podCrown = 0.0,-0.1679,-0.85,0,0,-1,0
node_stack_podChin = 0.0,-0.1679,0.7,0,0,1,0

node_stack_top = 0, 0.492, 0.45, 0.0, 1.0, 1.0, 0
node_stack_bottom = 0, -1.2679, 0, 0.0, -1.0, 0.0, 0


// --- editor parameters ---
TechRequired = advExploration
entryCost = 6800
cost = 12500
category = Pods
subcategory = 0
title = Bee Pod H
manufacturer = Umbra Space Industries and CJ Marine
description = A large cabin for underwater exploration.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 1.0
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxPressure = 12000
bulkheadProfiles = size0
tags = sub otter bee water
vesselType = Lander

// --- internal setup ---
CrewCapacity = 1
CoMOffset = 0,0,-.175
    MODULE
    {
        name = ModuleToggleCrossfeed
        crossfeedStatus = true
        toggleEditor = true
        toggleFlight = true
    }
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 5
        YawTorque = 5
        RollTorque = 5
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.1
        }
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 800.00
        maxAmount = 800.00
    }

    RESOURCE

    {

        name = IntakeWater
        amount = 10
        maxAmount = 10
    }

    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IntakeWater
            rate = 6
        }    
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = crewReport
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        rerunnable = True
        xmitDataScalar = 1.0
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = Review Experiment Data
        storeActionName = Store Experiment Data
        collectActionName = Take Experiment Data
        evaOnlyStorage = True
        storageRange = 2
        allowRepeatedSubjects = False
    }
    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = RELAY
        packetInterval = 0.20
        packetSize = 4
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 50000
        optimumRange = 25000
        packetFloor = .1
        packetCeiling = 5
    }
    MODULE
    {
        name = ModuleProbeControlPoint
        minimumCrew = 1
        multiHop = False
    }
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
    }    
    MODULE
    {
        name = ModuleInventoryPart
        InventorySlots = 1
        packedVolumeLimit = 600
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0
        DISPLAY_MODES
        {
            Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain
            Mode = Biome,#autoLOC_438890 //#autoLOC_438890 = Biome
        }
        REQUIRED_EFFECTS
        {
            Effect = ScienceSkill
        }
    }
    MODULE
    {
        name = ModuleJettison
        jettisonName = Fairing
        bottomNodeName = bottom
        isFairing = True
        jettisonedObjectMass = 0.1
        jettisonForce = 5
        jettisonDirection = 0 0 1
    }

    INTERNAL
    {
      name = MiniSubInternal
    }


    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = PodLamps
        layer = 9
        startEventGUIName = Head Lights ON
        endEventGUIName = Head Lights OFF
        actionGUIName = Toggle Head Lights
        defaultActionGroup = Light
    }

}

SubSlimBallast.cfg

Spoiler

PART
{
// --- general parameters ---
    MODEL
    {
        model = UmbraSpaceIndustries/SubPack/Otter/Assets/SubAdapter
        scale = 1, 0.75, 1
    }
name = MiniSub_InlineBallastCJ
module = Part
author = RoverDude, ColdJ

// --- asset parameters ---

rescaleFactor = 1.0

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_left = -0.635,0.0,0.0,-1.0,0.0,0.0,0
node_stack_right = 0.635,0.0,0.0,1.0,0.0,0.0,0

node_stack_top = 0.0, 0.20625, 0.0, 0.0, 1.0, 0.0, 0
node_stack_bottom = 0.0, -0.20625, 0.0, 0.0, -1.0, 0.0, 0


// --- editor parameters ---
TechRequired = advExploration
entryCost = 4500
cost = 250
category = Utility
subcategory = 0
title = Slim Ballast Plate
manufacturer = Umbra Space Industries and Cj Marine
description = A slimmer inline ballast plate.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 0.25
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 32
maxPressure = 12000
bulkheadProfiles = size0
tags = sub otter ballast weight water
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        
        INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
        OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
        INPUT_RESOURCE
        {
            name = SuBall
            rate = 2
        }
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Fill Start
        shutdownGUIName = Trim Fill Stop
        
        INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.25
        }
        OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Trim Empty Start
        shutdownGUIName = Trim Empty Stop
        
        INPUT_RESOURCE
        {
            name = SuBall
            rate = 0.1
        }
    }
    RESOURCE
    {
        name = SuBall
        amount = 0.00
        maxAmount = 23.0
    }

    MODULE
    {
    name = ModuleFuelJettison
    }


}

 

Link to comment
Share on other sites

Ok this is way more complicated.

First you need to copy and paste the following folder into WorkingUnderLite.

GameData\Squad\Spaces\mk1CabinInternal

so that you have

GameData\WorkingUnderLite\mk1CabinInternal

Then you need to copy

GameData\Squad\Spaces\OverlayMasks\Mk1CabinBorder.mu and GameData\Squad\Spaces\OverlayMasks\Mk1CabinMask.mu

into a folder you create so that they go in

GameData\WorkingUnderLite\mk1CabinInternal\OverlayMasks

Then create another folder so that you have this pathway.

GameData\WorkingUnderLite\mk1CabinInternal\Props\

Then go into

GameData\Squad\Props\PropsGeneric\

and copy the following in to your new props folder.

Hatch_Plane.cfg    Hatch_Plane.mu   propsGeneric.dds

Then create this folder pathway

GameData\WorkingUnderLite\mk1CabinInternal\sharedAssets\

Then go into

GameData\Squad\Spaces\sharedAssets\

And copy  CockpitGeneric.dds and CockpitGeneric_NRM.dds

into it.

In GameData\Squad\Spaces\mk1CabinInternal

Open the   internal.cfg     copy and paste the following over the contents to completely replace it. and then save first and then rename it   OtterCabinternal.cfg DO NO "SAVE AS" OR YOU WILL HAVE A COPY THAT YOU HAVE TO GET RID OF TO STOP CONFLICT.

Spoiler

INTERNAL
{
    name = OtterCabinInternal
    MODEL
    {
        model = WorkingUnderLite/mk1CabinInternal/mk1cabin
        scale = 1, 1, 0.85
        texture = CockpitGeneric, WorkingUnderLite/mk1CabinInternal/sharedAssets/CockpitGeneric
        texture = CockpitGeneric_NRM, WorkingUnderLite/mk1CabinInternal/sharedAssets/CockpitGeneric_NRM
    }
    MODEL
    {
        model = WorkingUnderLite/mk1CabinInternal/OverlayMasks/Mk1CabinMask
        scale = 1, 1, 0.85
    }
    MODEL
    {
        model = WorkingUnderLite/mk1CabinInternal/OverlayMasks/Mk1CabinBorder
        scale = 1, 1, 0.85
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat1
        allowCrewHelmet = false
        displayseatName = #autoLoc_6002197 //#autoLoc_6002197 = Seat <<1>>
        displayseatIndex = 1
    }
    MODULE
    {
        name = InternalSeat
        seatTransformName = Seat2
        allowCrewHelmet = false
        displayseatName = #autoLoc_6002197 //#autoLoc_6002197 = Seat <<1>>
        displayseatIndex = 2
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam1
        cameraTransformName = Cam1
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam2
        cameraTransformName = Cam2
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam3
        cameraTransformName = Cam3
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam4
        cameraTransformName = Cam4
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam5
        cameraTransformName = Cam5
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam6
        cameraTransformName = Cam6
    }
    MODULE
    {
        name = InternalCameraSwitch
        colliderTransformName = Cam7
        cameraTransformName = Cam7
    }
    PROP
    {
        name = Hatch_SubCab
        position = 0,0,0.800
        rotation = 0.7071068,-1.377734E-07,-1.292402E-07,-0.7071068
        scale = 1,1,1
    }
    PROP
    {
        name = Hatch_SubCab
        position = 0,0,-0.800
        rotation = -1.192093E-07,-0.7071068,-0.7071068,-1.053671E-08
        scale = 1,1,1
    }

//rotation around depth axis,around height axis,around length axis,modifier
//position depth +closer,height +higher, length + towards the back
    PROP
    {
        name = Hatch_SubCab
        position = 0,0.55,0.0
        rotation = 0,0,180,0
        scale = 0.8,0.8,0.8
    }
    PROP
    {
        name = Seat_Passenger
        position = 0.1875,-0.4125,-0.3750001
        rotation = 8.146034E-08,0,0,1
        scale = 1,1,1
    }
    PROP
    {
        name = Seat_Passenger
        position = 0.1875,-0.4125,0.3750001
        rotation = -2.16942E-14,1,-1.331581E-07,-1.629207E-07
        scale = 1,1,1
    }
}

If you read that then you will see 3 instances of a prop that doesn't exist yet. We are now going to create it.

Go into

GameData\WorkingUnderLite\mk1CabinInternal\Props\

open   Hatch_Plane.cfg copy the following over the contents, save, then rename it to   Hatch_SubCab.cfg
 

Spoiler

PROP
{
  name = Hatch_SubCab
  MODEL
  {
    model = WorkingUnderLite/mk1CabinInternal/Props/Hatch_SubCab
  }
  MODULE
  {
    name = internalGeneric
  }
}

proxy = 0, 0, 0,     0.55, 0.68, 0.04,     0, 1, 0

Then rename   Hatch_Plane.mu   to  Hatch_SubCab.mu

In the same folder, rename  propsGeneric.dds to  propsGenericold.dds and the copy and paste the following png and name it propsGeneric.png

( if you know what you are doing you can flip it vertically in Paint.net and save it as a *.dds, just make sure you rename the *.png something else.)

Spoiler

TAt1aF4.png

in  GameData\WorkingUnderLite\mk1CabinInternal\sharedAssets\

do the same thing to  CockpitGeneric.dds and then paste and rename the following.

Spoiler

Kt3jAk3.png

I think that covers all the internal.

it should end up looking like this.

OZKdhXn.png

Link to comment
Share on other sites

In

GameData\UmbraSpaceIndustries\SubPack\Otter\Assets\

if you replace    MiniSub_01.dds    with this *.png renamed etc.  You will get my Sea Bee scheme.

Spoiler

hdaFZyI.png

and   MiniSub_02.dds  with this.

Spoiler

KGwdhCr.png

 

WedTITe.png

Link to comment
Share on other sites

GameData\Squad\Parts\Engine\jetEngines

Copy the jetEngines folder from here in to  GameData\WorkingUnderLite\

And once more do the rename game to paste in the following named to   Jet Engines.png in the new folder.
 

Spoiler

GGCXFSX.png

 


Don't mind the Arrow, just working something out.

Then in  GameData\WorkingUnderLite\MarineEngines

create   AdultWaterStock.cfg and paste the following and save. You will now have my Sea Bee engine.

Spoiler

PART
{
    name = AdultEngineWaterStock
    module = Part
    author = Porkjet, ColdJ
    MODEL
    {
        model = WorkingUnderLite/jetEngines/turboFanSize1
    }

    rescaleFactor = 1
    node_stack_top = 0.0, 0.972875, 0.0, 0.0, 1.0, 0.0
    CoMOffset = 0.0, 2.3, 0.0
    TechRequired = aviation
    entryCost = 2000
    cost = 450
    category = Engine
    subcategory = 0
    title = "Adult" Reversable Sub Engine
    manufacturer = C7 in conjunction with CJ Marine.
    description = A Standard reversable Submarine impeller.
    attachRules = 1,1,1,0,0
    mass = 0.20
    // heatConductivity = 0.06 // half default
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 2000
    breakingForce = 2000
    breakingTorque = 2000

    maxTemp = 2000 // = 3600
    bulkheadProfiles = size0, srf
    tags = submarine water propulsion engine jet thrust otter tug
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Cruise
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 20
        heatProduction = 20
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.12
        engineDecelerationSpeed = 2.5
        fxOffset = 0, 0, 0.74
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 0.5
        EngineType = Turbine
        exhaustDamageMultiplier = 0.1
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeWater
            ignoreForIsp = True
            ratio = 1
        }
        PROPELLANT
        {
            name = ElectricCharge
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 2
            DrawGauge = True
        }
             atmosphereCurve
            {
            key = 0 2 0 0

            key = 1 2 24.75 24.75

            key = 5 200 49.5 49.5

            }
        // Jet params
        atmChangeFlow = True
        useVelCurve = False
        useAtmCurve = False
        flameoutBar = 0.02
        flowCapMult = 1.0
        machLimit = 0.85
        machHeatMult = 25

    }
    MODULE
    {
        name = ModuleAnimateHeat
        ThermalAnim = TF1Heat
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = TF1ThrustReverser
        startEventGUIName = #autoLOC_502015 //#autoLOC_502015 = Reverse Thrust
        endEventGUIName = #autoLOC_502016 //#autoLOC_502016 = Forward Thrust
        actionGUIName = #autoLOC_502017 //#autoLOC_502017 = Toggle Thrust Reverser
    }


    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 15
        CONSTRAINT
        {
            type = OXYGEN
            value = True
        }
    }
    EFFECTS
    {        
        running_thrust
        {            
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.5
                pitch = 0.0 1.2
                pitch = 1.0 2.0
                loop = true
            }
                    
                    MODEL_MULTI_PARTICLE
                    {
                        modelName = Squad/FX/IonPlume
                        transformName = thrustTransform
                        emission = 0.0 0.0
                        emission = 0.25 0.5            
                        emission = 1.0 1.0
                        //speed = 0.0 0.0
                        //speed = 1.0 1.0
                        localPosition = 0, 0, 0.12
                     }
                    
        }
        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_IonEngine
                volume = 0.0 0.0
                volume = 0.05 0.35
                volume = 1.0 0.5
                pitch = 0.0 0.6
                pitch = 0.05 0.8
                pitch = 1.0 1.5
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
}

 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...