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KSP2 Release Notes
Posts posted by ColdJ
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No, also.
Shelly was selling sea shells down by the sea shore and shells she sells are sea shore shell I'm sure. She sold them to Fuzzy so that he could shave and afterwards. Fuzzy Wuzzy was a bear, but Fuzzy Wuzzy had no hair, so Fuzzy Wuzzy wasn't very fuzzy was he?
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For mr @Ben J. Kerman and anyone else who likes stunt planes. A smoke trail device for leaving a (captain obvious) smoke trail behind your plane.
Ben J. Kerman, I would appreciate a comment or like to let me know you have got this thank you.
in GameData\Squad\Parts\Engine\solidBoosterSep\ please create a blank text file saved as SmokeTrail.cfg and then copy and paste in the following, then save. You will now have in the Utility section a Device you can attach to your plane and activate in flight. Please remember to turn off the Decoupler staging in the UI if you don't want it to drop straight off when you start. The staging of the smoke is off by default but can be turned on. Typing smoke or trail or cj will bring it up in the parts search. Will run for around 2 minutes.
SpoilerPART
{
name = SmokeTrail
module = Part
author = NovaSilisko, ColdJ
mesh = model.mu
scale = 1
node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1
fx_exhaustFlame_yellow_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running
//fx_smokeTrail_medium_thin = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running
//fx_smokeTrail_large = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium_thin = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running
fx_smokeTrail_large = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage
TechRequired = start
entryCost = 100
cost = 75
category = Utility
subcategory = 0
title = Smoke Trail.
manufacturer = CJ Stunt Supply Warehouse
description = For leaving your mark on the sky.
attachRules = 0,1,0,0,0
mass = 0.0125
heatConductivity = 0.04 // 1/3 default
skinInternalConductionMult = 4.0
emissiveConstant = 0.5 // yes, it's white. But let's claim it's an emissive white...
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
ActivatesEvenIfDisconnected = true
stagingIcon = SOLID_BOOSTER
bulkheadProfiles = srf
tags = smoke trail cj
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = False
allowShutdown = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1
heatProduction = 1
fxOffset = 0, 0, 0.02
EngineType = SolidBooster
nonThrustMotor = true
stagingEnabled = False
stagingToggleEnabledEditor = true
stagingToggleEnabledFlight = true
PROPELLANT
{
name = SolidFuel
ratio = 0.000001
DrawGauge = True
}
atmosphereCurve
{
key = 0 154
key = 1 118
key = 6 0.001
}
exhaustDamageMultiplier = 1
}
RESOURCE
{
name = SolidFuel
amount = 10
maxAmount = 10
}MODULE
{
name = ModuleCargoPart
stackableQuantity = 2
packedVolume = 25
}
MODULE
{
name = ModuleDecouple
ejectionForce = 60
explosiveNodeID = srf
}
} -
My mod Working Underwater Lite has now gone over 1000 downloads. 6 months ago I didn't even know I was going to make a mod, so I am very happy.
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Oh, I had forgotten. Now over 1000 downloads of this mod. I am a happy camper.
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"Never eat pears, they are soft and squishy and run down your chin." - Doctor Who.
Why do bears on chairs eat pears not their's yet no one cares when wearing flares while riding mares at county fares?
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Been doing some water related mods to the USI explorer mod and the Orbital Tug Mod. They incorporate this mod and give you more tools to use underwater. They are available from here onwards.
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Bassyyconnectedly
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Oh, when you undock a second time from a docking port with the Sea Drone, make sure to click control from here on the drone UI to get orientated right.
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I modified the fold out engines to have a water mode. They will take some thought to balance when creating your craft. But they have a reverse mode so can be useful, especially if you want the rear of the craft free to use the grabber on the carrier or pusher.
GameData\OrbitalTug\engine\ create. extendEngineSea.cfg
SpoilerPART
{// --- general parameters ---
name = engineOnArmSea
module = Partauthor = nli2work,zer0Kerbal, ColdJ
// --- asset parameters ---
MODEL
{
model = OrbitalTug/engine/extendEngine
texture = extendNuke_DIF, OrbitalTug/engine/extendLFO_DIF
texture = extendNuke_EMI, OrbitalTug/engine/extendNuke_EMI
texture = grapplerArms_DIF, OrbitalTug/core/grapplerArms_DIF
texture = grapplerMain_DIF, OrbitalTug/core/grapplerMain_DIF
}
rescaleFactor = 1
// --- node definitions ---node_attach = 0.0, 0.0, 0.340, 0.0, 0.0, -1, 1
// --- editor parameters ---
TechRequired = propulsionSystems // spark's level nuclearPropulsion
entryCost = 5000
cost = 2500 // much higher than similar, balance to offset advantages
category = Engine
subcategory = 0
title = Sea Tug Extendable Impeller/MonoPropellant Engine
manufacturer = Ark Propulsions and CJ Marine
description = A small Electric Impeller or MonoPropellant rocket engine with a plutonium-238 RTG core; mounted on extendable arm for that extra clearance and torque around whatever you're towing/pushing. Reversible thrust provides extra utility.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0
// --- standard part parameters ---mass = 0.35
// higher than both spark and puff was 2.0dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 500
breakingForce = 200 // from spark
breakingTorque = 200 // from spark
maxTemp = 2000 // // from spark - lowered from 2500thermalMassModifier = 1.0
heatConductivity = 0.06
emissiveConstant = 0.85 // engine nozzles are good at radiating, NTRs even betterskinInternalConductionMult = 4.0
radiatorMax = 0.35 //Default = 0.25 but these engines are meant to run hot
fuelCrossFeed = True
stagingIcon = LIQUID_ENGINEexplosionPotential = 0.5
bulkheadProfiles = size0, srf// dropped from size1
tags = engine nuclear reactor cck-tug arm extend tug otter waterEFFECTS
{
runningLFO
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
name = LFO
modelName = OrbitalTug/FX/orbitalNukeLFO
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
MODEL_MULTI_PARTICLE
{
name = LFOCore
modelName = OrbitalTug/FX/orbitalNukeCore
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
runningMONO
{
AUDIO
{
channel = Ship
clip = sound_rocket_mini
volume = 0.0 0.0
volume = 1.0 0.5
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
name = Mono
modelName = OrbitalTug/FX/orbitalNukeMono
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
MODEL_MULTI_PARTICLE
{
name = MonoCore
modelName = OrbitalTug/FX/orbitalNukeCore
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{channel = Ship
clip = sound_vent_soft //sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
disengage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
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
}
}
}
MODULE{
name = MultiModeEngine
primaryEngineID = LFO
secondaryEngineID = MONO
}
MODULE{
name = ModuleEnginesFX
engineID = LFO
EngineType = LiquidFuel
thrustVectorTransformName = thrustTransform
runningEffectName = runningLFO
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 10 // spark's 20 - 40
heatProduction = 10
exhaustDamageDistanceOffset = 0.15 // new from spark
PROPELLANT
{
name = IntakeWater
ignoreForIsp = True
ratio = 1
}
PROPELLANT
{
name = ElectricCharge
resourceFlowMode = STAGE_STACK_FLOW_BALANCE
ratio = 2
DrawGauge = True
}
atmosphereCurve
{
key = 0 2 0 0key = 1 2 24.75 24.75
key = 5 200 49.5 49.5
}
}
MODULE{
name = ModuleEnginesFX
engineID = MONO
EngineType = MonoProp
thrustVectorTransformName = thrustTransform
runningEffectName = runningMONO
exhaustDamage = False // Puff is False, True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 20 // was 36, Puff is 20
heatProduction = 30 // from Puff 100 // 170
PROPELLANT
{
name = MonoPropellant
ratio = 0.9
DrawGauge = True
}
atmosphereCurve
{
key = 0 275 0 0 // Puff was 250
key = 1 100 0 0 // Puff was 120
key = 4 0.001
}
}
MODULE{
name = ModuleAnimateHeat
ThermalAnim = engineHeat
}
MODULE{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 2.5 // was 5.0
}
}
//
// These ModuleAnimateGeneric are replaced when AllYAll is installed
// by AYA_ModuleAnimateGeneric.
//MODULE
{
name = ModuleAnimateGeneric
animationName = extendArm
layer = 11
startEventGUIName = Extend Engine Arm
endEventGUIName = Retract Engine Arm
actionGUIName = Toggle Engine Arm
allowAnimationWhileShielded = False
animSwitch = True
}
MODULE{
name = ModuleAnimateGeneric
animationName = rotateThrust
layer = 13
startEventGUIName = Set Reverse Thrust
endEventGUIName = Set Normal Thrust
actionGUIName = Toggle Thrust Direction
animSpeed = 1000
animSwitch = True
allowAnimationWhileShielded = false
}
MODULE{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 5.0 // down from 7.5 and spark 3 puff 6
gimbalResponseSpeed = 10 // from spark
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 1
fxMax = 0.6maxDistance = 10
falloff = 1.6
thrustTransformName = thrustTransform
}
MODULE{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 2
fxMax = 0.5
maxDistance = 5
falloff = 2
thrustTransformName = thrustTransform
}
RESOURCE{
name = IntakeWater
amount = 5
maxAmount = 5
}
RESOURCE
{
name = ElectricCharge
amount = 50.0
maxAmount = 50.0
}
DRAG_CUBE{
cube = A, 1.099,0.7675,0.7452, 1.099,0.7681,0.7452, 0.3542,0.7092,2.176, 0.3542,0.6798,2.176, 1.188,0.7389,0.7549, 1.188,0.7087,0.6303, -2.98E-08,-0.1809,0.006315, 0.7408,2.074,0.6831
cube = B, 1.099,2.7675,0.7952, 1.099,2.7681,0.7952, 0.5542,0.7092,2.176, 0.5542,0.6798,2.176, 1.888,0.7389,0.7949, 1.888,0.7087,0.7949, -2.98E-08,-0.1809,0.006315, 0.7408,2.074,0.6831}
} -
8/10
You might have a creative programmer.
Do I stink? Therefore am I?
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Now for the nice big grabber for retrieving entire ships or space shuttles. I have given it it's own ballast system so that nothing needs to go between it and the cockpit. So in.
GameData\OrbitalTug\core create OrbitalTugCoreSea.cfg and then the usual.
SpoilerPART
{
// --- general parameters ---
name = OrbitalTugCoreSea
module = Part
author = nli2work, ColdJ
// --- asset parameters ---
rescaleFactor = 1
MODEL
{
model = OrbitalTug/core/OrbitalTugCore
texture = stripes_blk, OrbitalTug/colors/stripes_blk
}
// --- node definitions ---
node_stack_bottom = 0, -0.76, 0, 0, -1, 0, 1
node_stack_top = 0, 0.76, 0, 0, 1, 0, 1node_stack_hull01 = 0.63,0,0,1,0,0,1
node_stack_hull02 = -0.63,0,0,-1,0,0,1
node_stack_hull03 = 0,0,0.63,0,0,1,1
node_stack_hull04 = 0,0,-0.63,0,0,-1,1
// add fwd fuselagenode_stack_fwdfuselage01 = 0.62,0.68,0,1,0,0,0
node_stack_fwdfuselage02 = -0.62,0.68,0,-1,0,0,0
node_stack_fwdfuselage03 = 0,0.68,0.62,0,0,1,0
node_stack_fwdfuselage04 = 0,0.68,-0.62,0,0,-1,0
// add aft fuselagenode_stack_aftfuselage01 = 0.62,-0.68,0,1,0,0,0
node_stack_aftfuselage02 = -0.62,-0.68,0,-1,0,0,0
node_stack_aftfuselage03 = 0,-0.68,0.62,0,0,1,0
node_stack_aftfuselage04 = 0,-0.68,-0.62,0,0,-1,0
// --- editor parameters ---
TechRequired = actuators
entryCost = 4200
cost = 2200
category = Coupling // Utility
subcategory = 0
title = Sea Tug Grappler
manufacturer = Ark Propulsions and CJ Marine
description = A heavy duty grappling device with integrated SAS and RCS systems. Should be able to handle up to Mk3 hulls without much difficulty. It is recommended only activating the SAS when maneuvering heavy objects.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
// --- standard part parameters ---
mass = 1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 100
breakingForce = 500
breakingTorque = 500
maxTemp = 2000
skinMaxTemp = 2400
vesselType = Ship
CrewCapacity = 0
explosionPotential = 0.5
fuelCrossFeed = True
bulkheadProfiles = size1
tags = tug otter grapple water cck-tugMODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = true
toggleEditor = true
toggleFlight = true
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = IntakeWater
rate = 6
}
}
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 = RCSthrusteremission = 0.0 0.0
emission = 0.1 0.0
emission = 0.4 0.04
speed = 0.0 0.8speed = 1.0 1.0
localRotation = -90, 0, 0}
}
}MODULE
{
name = ModuleAnimateGeneric
animationName = grapplerArmToggle
startEventGUIName = Arm Grappler
endEventGUIName = Disarm Grappler
actionGUIName = Toggle Grappler
allowAnimationWhileShielded = False
}MODULE
{
name = ModuleGrappleNode
nodeTransformName = grappleNode
controlTransformName = controlNode
deployAnimationController = 0
nodeType = size3
captureRange = 0.15
captureMinFwdDot = 0.85
captureMaxRvel = 3
pivotRange = 15
}MODULE
{
name = ModuleReactionWheel
operational = false
torqueResponseSpeed = 20
PitchTorque = 20
YawTorque = 20
RollTorque = 20
RESOURCE
{
name = ElectricCharge
rate = 0.4
}
}MODULE
{
name = ModuleRCSFX
thrusterTransformName = RCSthruster
thrusterPower = 15
//thrustPercentage = 10
stagingEnabled = False
resourceName = IntakeWater
resourceFlowMode = STAGE_PRIORITY_FLOW
shieldedCanThrust = false
runningEffectName = running
atmosphereCurve
{
key = 0 300
key = 1 180
key = 2 300
}
}MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}RESOURCE
{
name = ElectricCharge
amount = 400
maxAmount = 400
}RESOURCE
{
name = IntakeWater
amount = 10
maxAmount = 10
}
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 = 10.0
}
}Now for the Drone core that is in the above shots.
GameData\OrbitalTug\drone\ create DronePodSea.cfg etc
SpoilerPART
{
// --- general parameters ---
name = DronePodSea
module = Part
author = nli2work, ColdJ// --- asset parameters ---
MODEL
{
model = OrbitalTug/drone/DronePod
texture = OrbitTugPod_DIF, OrbitalTug/pod/OrbitTugPod_DIF
texture = OrbitTugPod_EMI, OrbitalTug/pod/OrbitTugPod_EMI
texture = stripes_blk, OrbitalTug/colors/stripes_blk
}
rescaleFactor = 1
buoyancy = 2
// --- node definitions ---
node_stack_bottom = 0, -0.17, 0, 0, -1, 0, 1node_stack_SidesAft01 = -0.58, 0.0, 0.0, -1,0,0,0
node_stack_SidesAft02 = 0.58, 0.0, 0.0, 1,0,0,0
node_stack_SidesMid03 = -0.54, 0.4, 0.0, -1,0,0,0
node_stack_SidesMid04 = 0.54, 0.4, 0.0, 1,0,0,0
node_stack_SidesFwd05 = -0.38, 0.8, 0.0, 0,1,0,0
node_stack_SidesFwd06 = 0.38, 0.8, 0.0, 0,1,0,0
// inside cargo bays facing out
node_stack_CargoBayDors01 = 0.3, 0.5, -0.1, 0,0,-1, 0
node_stack_CargoBayDors02 = 0.0, 0.5, -0.1, 0,0,-1, 0
node_stack_CargoBayDors03 = -0.3, 0.5, -0.1, 0,0,-1, 0
node_stack_CargoBayDors04 = 0.3, 0.7, -0.1, 0,0,-1, 0
node_stack_CargoBayDors05 = 0.0, 0.7, -0.1, 0,0,-1, 0
node_stack_CargoBayDors06 = -0.3, 0.7, -0.1, 0,0,-1, 0
node_stack_CargoBayDors07 = 0.3, 0.3, -0.1, 0,0,-1, 0
node_stack_CargoBayDors08 = 0.0, 0.3, -0.1, 0,0,-1, 0
node_stack_CargoBayDors09 = -0.3, 0.3, -0.1, 0,0,-1, 0
node_stack_CargoBayVent01 = 0.3, 0.5, 0.1, 0,0,1, 0node_stack_CargoBayVent02 = 0.0, 0.5, 0.1, 0,0,1, 0
node_stack_CargoBayVent03 = -0.3, 0.5, 0.1, 0,0,1, 0
node_stack_CargoBayVent04 = 0.3, 0.7, 0.1, 0,0,1, 0
node_stack_CargoBayVent05 = 0.0, 0.7, 0.1, 0,0,1, 0
node_stack_CargoBayVent06 = -0.3, 0.7, 0.1, 0,0,1, 0
node_stack_CargoBayVent07 = 0.3, 0.3, 0.1, 0,0,1, 0
node_stack_CargoBayVent08 = 0.0, 0.3, 0.1, 0,0,1, 0
node_stack_CargoBayVent09 = -0.3, 0.3, 0.1, 0,0,1, 0
// inside cargo bay - facing forward
node_stack_CargoBayAftDors07 = 0.0, 0.15, -0.4, 0,1,0, 0
node_stack_CargoBayAftDors08 = 0.34, 0.15, -0.19, 0,1,0, 0
node_stack_CargoBayAftDors09 = -0.34, 0.15, -0.19, 0,1,0, 0
node_stack_CargoBayAftVent10 = 0.0, 0.15, 0.4, 0,1,0, 0
node_stack_CargoBayAftVent11 = 0.34, 0.15, 0.19, 0,1,0, 0
node_stack_CargoBayAftVent12 = -0.34, 0.15, 0.19, 0,1,0, 0
// outside base facing out
node_stack_AftDors13 = 0.0, -0.02, -0.63, 0,0,-1,0
node_stack_AftVent14 = 0.0, -0.02, 0.63, 0,0,1, 0
stackSymmetry = 3
buoyancy = 2
// --- editor parameters ---
TechRequired = advUnmanned
entryCost = 17800
cost = 2800
category = Pods
subcategory = 0
title = Sea Tug Drone Module
manufacturer = Ark Propulsions and CJ Marine
description = A sturdy drone core module, can operate autonomously for short period of time. With few additions it's endurance and utility can be much enhanced.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
// --- standard part parameters ---
mass = 0.8
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 100
maxTemp = 1200
skinMaxTemp = 2000
vesselType = Probe
CrewCapacity = 0
showVesselNaming = True
fuelCrossFeed = True
explosionPotential = 0.5
bulkheadProfiles = size1
tags = cck-tug tug otter water drone subMODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = true
toggleEditor = true
toggleFlight = true
}MODULE
{
name = ModuleAnimateGeneric
animationName = droneOpen
startEventGUIName = Open Hatches
endEventGUIName = Close Hatches
actionGUIName = Toggle Hatches
allowAnimationWhileShielded = False
}MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 0
closedPosition = 0
lookupRadius = 0.9
}MODULE
{
name = ModuleSeeThroughObject
transformName = Doors
shaderName = KSP/Specular
screenRadius = 2.0
leadModuleIndex = 0
leadModuleTgtValue = 0
}MODULE
{
name = ModuleCommand
minimumCrew = 0
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 = ModuleReactionWheel
PitchTorque = 2
YawTorque = 2
RollTorque = 2
torqueResponseSpeed = 2
RESOURCE
{
name = ElectricCharge
rate = 0.04
}
}MODULE
{
name = ModuleSAS
SASServiceLevel = 3
}MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}MODULE
{
name = ModuleAnimateGeneric
animationName = droneLights
layer = 9
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 = 400000
optimumRange = 100000
packetFloor = .1
packetCeiling = 5
}MODULE
{
name = ModuleKerbNetAccess
MinimumFoV = 5
MaximumFoV = 90
AnomalyDetection = 0.3
DISPLAY_MODES
{
Mode = Biome
Mode = Terrain
}
}MODULE
{
name = ModuleProbeControlPoint
minimumCrew = 0
multiHop = False
}MODULE
{
name = ModuleRCSFX
thrusterTransformName = RCSthruster
thrusterPower = 2.0
resourceName = IntakeWater
resourceFlowMode = STAGE_PRIORITY_FLOW
shieldedCanThrust = false
stagingEnabled = False
runningEffectName = running
atmosphereCurve
{
key = 0 260
key = 1 100
key = 2 260
}
}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 = 0.4 0.04
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = IntakeWater
rate = 6
}
}RESOURCE
{
name = ElectricCharge
amount = 800
maxAmount = 800
}RESOURCE
{
name = IntakeWater
amount = 10
maxAmount = 10
}
}The engine in these shots is balanced out by my green ballast weight, set at 28 units. So entire craft is 4 pieces.
-
When you are feeling blue.
What about orange Kerbals?
-
Now for the sea versions of the orbital tug mod parts. in
GameData\OrbitalTug\adaptor\ create adaptorCarrierSea.cfg and copy, paste and and save in.
SpoilerPART
{
name = adaptorCarrierSea
module = Part
author = nli2work, ColdJ
MODEL
{
model = OrbitalTug/adaptor/adaptorCarrier
}rescaleFactor = 1
fx_gasBurst_white = 0, 0.0, 0.7, 0, 0.0, -1.0, decouple
sound_vent_large = decouple
node_stack_top = 0.0, 1.681, 0.0, 0.0, 1.0, 0.0, 1
node_stack_mid = 0.0, -0.01, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.665, 0.0, 0.0, -1.0, 0.0, 1
node_stack_helperDockAftIn01 = -0.14, -0.35, -0.15, -1,0,-1,0node_stack_helperDockAftIn02 = 0.14, -0.35, 0.15, 1,0,1,0
node_stack_helperDockAftIn03 = 0.14, -0.35, -0.15, 1,0,-1,0
node_stack_helperDockAftIn04 = -0.14, -0.35, 0.15, -1,0,1,0
// lower carrier outside
node_stack_AftOut01 = -0.63, -0.35, -0, -1,0,0,0
node_stack_AftOut02 = 0.63, -0.35, 0, 1,0,0,0
node_stack_AftOut03 = 0, -0.35, -0.63, 0,0,-1,0
node_stack_AftOut04 = 0, -0.35, 0.63, 0,0,1,0
// add nodes to outside of poles
// upper outer
node_stack_frameOutFwd05 = -0.37, 1.2, -0.63, -.8,0,-.9,0
node_stack_frameOutFwd06 = 0.37, 1.2, 0.63, .8,0,.9,0
node_stack_frameOutFwd07 = -0.37, 1.2, 0.63, -.8,0,.9,0
node_stack_frameOutFwd08 = 0.37, 1.2, -0.63, .8,0,-.9,0
// mid outer
node_stack_frameOutMid09 = -0.382, 0.6, -0.642, -.8,0,-.9,0
node_stack_frameOutMid10 = 0.382, 0.6, 0.642, .8,0,.9,0
node_stack_frameOutMid11 = -0.382, 0.6, 0.642, -.8,0,.9,0
node_stack_frameOutMid12 = 0.382, 0.6, 0.642, .8,0,-.9,0
// lower outer
node_stack_frameOutAft13 = -0.37, 0, -0.63, -.8,0,-.9,0
node_stack_frameOutAft14 = 0.37, 0, 0.63, .8,0,.9,0
node_stack_frameOutAft15 = -0.37, 0, 0.63, -.8,0,.9,0
node_stack_frameOutAft16 = 0.37, 0, -0.63, .8,0,-.9,0
// add nodes to inside of poles
// lower inside
node_stack_frameInFwd05 = -0.27, 1.2, -0.53, 0.8, 0, 0.9,0
node_stack_frameInFwd06 = 0.27, 1.2, 0.53, -0.8, 0, -0.9,0
node_stack_frameInFwd07 = -0.27, 1.2, 0.53, 0.8, 0, -0.9,0
node_stack_frameInFwd08 = 0.27, 1.2, -0.53, -0.8, 0, 0.9,0
// mid inside
node_stack_frameInMid09 = -0.35, 0.6, -0.57, 0.8, 0,.9,0
node_stack_frameInMid10 = 0.35, 0.6, 0.57, -.8,0,-.9,0
node_stack_frameInMid11 = -0.35, 0.6, 0.57, .8,0,-.9,0
node_stack_frameInMid12 = 0.35, 0.6, -0.57, -.8,0,.9,0
// upper inside
node_stack_frameInAft13 = -0.35, 0.2, -0.57, 0.8, 0,.9,0
node_stack_frameInAft14 = 0.35, 0.2, 0.57, -.8,0,-.9,0
node_stack_frameInAft15 = -0.35, 0.2, 0.57, .8,0,-.9,0
node_stack_frameInAft16 = 0.35, 0.2, -0.57, -.8,0,.9,0
stackSymmetry = 3CoMOffset = 0.0, 0.54384895, 0.0
TechRequired = generalConstruction
entryCost = 1000
cost = 600
category = Coupling
subcategory = 0
title = Sea Tug Carrier Module
manufacturer = Ark Propulsions and CJ Marine
description = A modified adaptor unit for carrying Sea Helper Drones.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
mass = 0.35
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 500
breakingForce = 500
breakingTorque = 500
maxTemp = 2000
skinMaxTemp = 2200vesselType = Ship
CrewCapacity = 0
explosionPotential = 0.5fuelCrossFeed = True
bulkheadProfiles = size1tags = cck-tug otter tug water drone
MODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = true
toggleEditor = true
toggleFlight = true
}MODULE
{
name = ModuleAnimateGeneric
animationName = fwdAdaptorGrabber
layer = 2
startEventGUIName = Arm Grappler
endEventGUIName = Disarm Grappler
actionGUIName = Toggle Grappler
allowAnimationWhileShielded = False
}
MODULE
{
name = ModuleGrappleNode
nodeTransformName = grappleNode
controlTransformName = controlTransform
deployAnimationController = 0
nodeType = size2
captureRange = 0.333
captureMinFwdDot = 0.825
captureMaxRvel = 3
pivotRange = 1
}
MODULE
{
name = ModuleAnimateGeneric
animationName = toggleController
layer = 4
actionGUIName = Toggle Orientation
startEventGUIName = Mode B
endEventGUIName = Mode A
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = IntakeWater
rate = 6
}
}
MODULE
{
name = ModuleRCSFX
thrusterTransformName = RCSthruster
thrusterPower = 1
resourceName = IntakeWater
resourceFlowMode = STAGE_PRIORITY_FLOW
shieldCanThrust = false
stagingEnabled = False
runningEffectName = running
atmosphereCurve
{
key = 0 260
key = 1 100
key = 2 260
}
}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 = 0.4 0.04
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}RESOURCE
{
name = IntakeWater
amount = 10
maxAmount = 10
}RESOURCE
{
name = ElectricCharge
amount = 150
maxAmount = 150
}
MODULE
{
name = ModuleReactionWheel
PitchTorque = 1
YawTorque = 1
RollTorque = 1
torqueResponseSpeed = 2 // this was missing
RESOURCE
{
name = ElectricCharge
rate = 0.04
}
}
DRAG_CUBE
{
cube = Default, 1.085303,0.7958519,1.264518, 1.085303,0.7959221,1.216116, 1.397665,0.8676876,2.426298, 1.397665,0.9184487,2.447035, 1.131448,0.79153,1.208503, 1.131448,0.7927672,1.208503, 5.960464E-08,0.5241127,0.005232155, 1.342833,2.444042,1.405043
}}
In the same create SeafwdAdaptor.cfg and this
SpoilerPART
{
name = fwdAdaptorSea
module = Part
author = nli2work, ColdJ
MODEL
{
model = OrbitalTug/adaptor/fwdAdaptor
}rescaleFactor = 1
fx_gasBurst_white = 0, 0.0, 0.7, 0, 0.0, -1.0, decouple
sound_vent_large = decouplenode_stack_top = 0.0, 1.681, 0.0, 0.0, 1.0, 0.0, 1
node_stack_mid = 0.0, -0.01, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -0.665, 0.0, 0.0, -1.0, 0.0, 1// lower carrier inside core
node_stack_BayCoreAft01 = -0.09, -0.35, -0.09, -1,0,-1,0
node_stack_BayCoreAft02 = 0.09, -0.35, 0.09, 1,0,1,0
node_stack_BayCoreAft03 = 0.09, -0.35, -0.09, 1,0,-1,0
node_stack_BayCoreAft04 = -0.09, -0.35, 0.09, -1,0,1,0
// inside bay - walls (4 or 6)
//
node_stack_BayWallAft =node_stack_BayWallAft01 = -0.38, -0.32, 0.444,0,0,-1,0
node_stack_BayWallAft02 = 0.38, -0.32, 0.444,0,0,-1,0
node_stack_BayWallAft03 = 0.38, -0.32, -0.444,0,0,1,0
node_stack_BayWallAft04 = -0.38, -0.32, -0.444,0,0,1,0
node_stack_BayWallAft05 = 0,-0.32,0.585,0,0,-1,0
node_stack_BayWallAft06 = 0,-0.32,-0.585,0,0,1,0
node_stack_BayWallAft07 = 0.585,-0.32,0,0,0,-1,0
node_stack_BayWallAft08 = -0.585,-0.32,0,0,0,-1,0
// inside bay - fwdBkhd (4 or 6 or 8)// BayFwdBkhd
node_stack_BayFwdBkhd02 = 0.288,-0.092,-0.288,0,-1,0,0
node_stack_BayFwdBkhd03 = 0.288,-0.092,0.288,0,-1,0,0
&node_stack_BayFwdBkhd04 = -0.288,-0.092,0.288,0,-1,0,0
node_stack_BayFwdBkhd05 = -0.288,-0.092,-0.288,0,-1,0,0
node_stack_BayFwdBkhd06 = -0.408,-0.092,0,0,-1,0,0node_stack_BayFwdBkhd07 = 0.408,-0.092,0,0,-1,0,0
node_stack_BayFwdBkhd08 = 0,-0.092,0.408,0,-1,0,0
node_stack_BayFwdBkhd09 = 0,-0.092,-0.408,0,-1,0,0
// BayAftBkhdnode_stack_BayAftBkhd02 = 0.288,-0.605,-0.288,0,1,0,0
node_stack_BayAftBkhd03 = 0.288,-0.605,0.288,0,1,0,0
node_stack_BayAftBkhd04 = -0.288,-0.605,0.288,0,1,0,0
node_stack_BayAftBkhd05 = -0.288,-0.605,-0.288,0,1,0,0
node_stack_BayAftBkhd06 = -0.408,-0.605,0,0,1,0,0node_stack_BayAftBkhd07 = 0.408,-0.605,0,0,1,0,0
node_stack_BayAftBkhd08 = 0,-0.605,0.408,0,1,0,0
node_stack_BayAftBkhd09 = 0,-0.605,-0.408,0,1,0,0
// lower carrier outside//&node_stack_AftOut01 = -0.63, -0.35, -0, -1,0,0,0
//&node_stack_AftOut02 = 0.63, -0.35, 0, 1,0,0,0
node_stack_AftOut03 = 0, -0.35, -0.63, 0,0,-1,0
node_stack_AftOut04 = 0, -0.35, 0.63, 0,0,1,0
// add nodes to outside of poles
// lower outer
node_stack_frameOutAft05 = -0.37, 0, -0.63, -.8,0,-.9,0
node_stack_frameOutAft06 = 0.37, 0, 0.63, .8,0,.9,0
node_stack_frameOutAft07 = -0.37, 0, 0.63, -.8,0,.9,0
node_stack_frameOutAft08 = 0.37, 0, -0.63, .8,0,-.9,0
// mid outer
node_stack_frameOutMid09 = -0.37, 0.6, -0.63, -.8,0,-.9,0
node_stack_frameOutMid10 = 0.37, 0.6, 0.63, -.8,0,-.9,0node_stack_frameOutMid11 = -0.37, 0.6, 0.63, -.8,0,.9,0
node_stack_frameOutMid12 = 0.37, 0.6, -0.63, .8,0,-.9,0
// upper outer
node_stack_frameOutFwd13 = -0.37, 1.2, -0.63, -.8,0,-.9,0
node_stack_frameOutFwd14 = 0.37, 1.2, 0.63, .8,0,.9,0
node_stack_frameOutFwd15 = -0.37, 1.2, 0.63, -.8,0,.9,0
node_stack_frameOutFwd16 = 0.37, 1.2, -0.63, .8,0,-.9,0
// add nodes to inside of poles
// lower insidenode_stack_frameInFwd05 = -0.27, 1.2, -0.53, 0.8, 0, 0.9,0
node_stack_frameInFwd06 = 0.27, 1.2, 0.53, -0.8, 0, -0.9,0
node_stack_frameInFwd07 = -0.27, 1.2, 0.53, 0.8, 0, -0.9,0
node_stack_frameInFwd08 = 0.27, 1.2, -0.53, -0.8, 0, 0.9,0
// mid inside
node_stack_frameInMid09 = -0.35, 0.6, -0.57, 0.8, 0,.9,0
node_stack_frameInMid10 = 0.35, 0.6, 0.57, -.8,0,-.9,0
node_stack_frameInMid11 = -0.35, 0.6, 0.57, .8,0,-.9,0
node_stack_frameInMid12 = 0.35, 0.6, -0.57, -.8,0,.9,0
// upper inside
node_stack_frameInAft13 = -0.35, 0.2, -0.57, 0.8, 0,.9,0
node_stack_frameInAft14 = 0.35, 0.2, 0.57, -.8,0,-.9,0
node_stack_frameInAft15 = -0.35, 0.2, 0.57, .8,0,-.9,0
node_stack_frameInAft16 = 0.35, 0.2, -0.57, -.8,0,.9,0
stackSymmetry = 2
CoMOffset = 0.0, 0.54384895, 0.0
TechRequired = generalConstruction
entryCost = 1000
cost = 600
category = Coupling
subcategory = 0
title = Sea Tug Push Adapter
manufacturer = Ark Propulsions and CJ Marine.
description = Adaptor for when you want to push stuff around instead of pulling... or pull backwards...
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
mass = 0.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 500
breakingForce = 500
breakingTorque = 500
maxTemp = 2000
skinMaxTemp = 2200vesselType = Ship
CrewCapacity = 0
explosionPotential = 0.5fuelCrossFeed = True
stagingIcon = DECOUPLER_VERTbulkheadProfiles = size1
tags = arm asteroid capture clam claw connect dock fasten grab join klaw berth capture connect couple dock fasten join moor socket cck-tug
MODULE
{
name = ModuleToggleCrossfeed
crossfeedStatus = true
toggleEditor = true
toggleFlight = true
}MODULE
{
name = ModuleAnimateGeneric
animationName = fwdAdaptorGrabber
layer = 6
startEventGUIName = Arm Grappler
endEventGUIName = Disarm Grappler
actionGUIName = Toggle Grappler
allowAnimationWhileShielded = False
}
MODULE
{
name = ModuleGrappleNode
nodeTransformName = grappleNode
controlTransformName = controlNode
deployAnimationController = 0
nodeType = size1
captureRange = 0.333
captureMinFwdDot = 0.825
captureMaxRvel = 3
pivotRange = 1
}
MODULE
{
name = ModuleAnimateGeneric
animationName = fwdAdaptorDockPort
layer = 4
actionGUIName = Toggle Docking
startEventGUIName = Engage Docking
endEventGUIName = Disengage Docking
allowAnimationWhileShielded = False
}
MODULE
{
name = ModuleDockingNode
nodeTransformName = dockingNode
controlTransformName = controlNode
referenceAttachNode = top
stagingEnabled = False
nodeType = size1,size2,size3
deployAnimationController = 2
undockEjectionForce = 2
acquireForce = 1
acquireTorque = 1
}
MODULE
{
name = ModuleAnimateGeneric
animationName = fwdAdaptorDoors
layer = 2
actionGUIName = Toggle Service Bay
startEventGUIName = Open Service Bay
endEventGUIName = Close Service Bay
allowAnimationWhileShielded = False
}MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 4
closedPosition = 0
lookupRadius = 0.75
nodeOuterForeID = mid
nodeOuterAftID = bottom
}
MODULE
{
name = ModuleSeeThroughObject
transformName = doorRotPivot
shaderName = KSP/Specular
screenRadius = 1.0
leadModuleIndex = 4
leadModuleTgtValue = 0
}
MODULE
{
name = ModuleRCSFX
thrusterTransformName = RCSthruster
thrusterPower = 1
resourceName = IntakeWater
resourceFlowMode = STAGE_PRIORITY_FLOW
shieldedCanThrust = false
stagingEnabled = False
runningEffectName = running
atmosphereCurve{
key = 0 260
key = 1 100
key = 2 260
}
}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 = 0.4 0.04
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = IntakeWater
rate = 6
}
}
RESOURCE
{
name = IntakeWater
amount = 10
maxAmount = 10
}RESOURCE
{
name = ElectricCharge
amount = 125
maxAmount = 125
}
MODULE
{
name = ModuleReactionWheel
PitchTorque = 1
YawTorque = 1
RollTorque = 1
torqueResponseSpeed = 2 // this was missing
RESOURCE
{
name = ElectricCharge
rate = 0.04
}
}
DRAG_CUBE
{
cube = Default, 1.085303,0.7958519,1.264518, 1.085303,0.7959221,1.216116, 1.397665,0.8676876,2.426298, 1.397665,0.9184487,2.447035, 1.131448,0.79153,1.208503, 1.131448,0.7927672,1.208503, 5.960464E-08,0.5241127,0.005232155, 1.342833,2.444042,1.405043
}
}Pretty sure I already gave you the mini tug. so that is that folder done.
-
Yes, Yes it did.
So what was this thread about again?
-
Now. this is an alternate version of the Sea Drone. I tried for ages to have a version that could dock without needing to attack a docking port and though I succeeded, I can't stop it from over lapping to attach at the middle of the model, so instead I have created one that uses my micro docking port, Rear node adjusted. It now comes in to the SPH the right way up so that the green light is on the right and the red on the left. Lowered it's thrust a bit because it still felt too powerful. Hopefully people realised that for fine manuvering you simply lowered the thrust limiter in the UI. It works very well and jumps back in to dock. The micro docking port fits perfectly in the carriers nodes. So in.
GameData\WorkingUnderLite\SeaDrone\ create a new cfg called SeaHelper.cfg and paste in and save the following.
SpoilerPART
{
name = DockSeaDrone
module = Part
author = nli2work, ColdJ
MODEL
{
model = WorkingUnderLite/SeaDrone/SeaDrone
scale = 0.975, 0.975, 0.975
rotation = 0, 180, 0
}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, 1node_stack_top = 0,0.22,0,0,1,0,0
node_stack_keel = 0,-0.170,0,0,-1,0,0
TechRequired = actuators
entryCost = 5200
cost = 450
category = Pods
subcategory = 0
title = Sea Tug Recovery Assist "Helper" Drone
manufacturer = Ark Propulsions
description = Small remote drone to assist with moving large heavy objects in water. Lacks access to Kerbnet.attachRules = 1,1,1,1,1
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 = 2200vesselType = Probe
CrewCapacity = 0
showVesselNaming = TruefuelCrossFeed = False
explosionPotential = 0.5
bulkheadProfiles = srf, size0tags = 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 = 0,180,0
}
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 = 0.00003
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 = 0.4 0.04
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 = 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
}
} -
Bassymyconnecdedly
-
5/10
A preprogrammed response machine I think. giving a 0/10 score feels like something only a machine would do.
I say I stink, therefore I'm man.
-
Me at the end of all time and space.
Hi @Starhelperdude.
-
Granted. It did but you missed it and it then undocked again.
I wish thattheaveragepersonwasabletointerpretthesentencethatIamtypingoutonthisforum.
-
I wonder what @iamn00b's question would be?
-
If the Borg turn Humans green, would they turn Kerbals orange?
-
12 hours ago, Caerfinon said:
@ColdJ You really need a GitHub repository for all this wonderful stuff
I think of GitHub as being for people who truly create stuff. I just adapt the great stuff others have done, to do new things.
-
Waiter: There won't be in 5.4.3.2....................................................
Customer: Waiter, there is a mushroom cloud in my soup.
-
And now I'm back, from outerspace. I just came in to find you here with that sad look upon your face, I should have changed that stupid lock, I should have made you leave your key, If I had known for just one moment, you'd be back to bother me.
Hello @SpaceX_Boi. I am well thank you. I hope you are well also.
Now @kerbiloid, we must get you a nice Avatar, something to suit your fun personality. Because you are definitely not a Noob.
Guess Who Will Reply Next?
in Forum Games!
Posted
No it is me, back from performing in the Red Bull Air Race.
Come back @Bej Kerman. Hope you are well.