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KSP2 Release Notes
Posts posted by ColdJ
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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.
SpoilerDon'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.
SpoilerPART
{
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 = 2000maxTemp = 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 0key = 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
}
}
}
} -
Teachers don't know how to teach good grandma anymore.
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I think I have scared @Stormpilot off.
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Maybe a little dopey.
I wonder what Kerbiloid is thinking?
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Nope, he is busy making wonderful places to visit.
Hey @Stormpilot
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Hmm, I wonder if tootsies roll?
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Yes is me.
Hello @Stormpilot
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Yes. Just finished epic on my thread.
@Caerfinon knows. Hellos
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He is Welldo
@Stormpilot seems sleepy?
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Sassyconnectedely
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In
GameData\UmbraSpaceIndustries\SubPack\Otter\Assets\
if you replace MiniSub_01.dds with this *.png renamed etc. You will get my Sea Bee scheme.
Spoilerand MiniSub_02.dds with this.
Spoiler -
Sasconnectedely
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Tag your it @Admiral Fluffy. But don't snort spray paint.
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Comics.
The movie always has a better plot than years worth of detailed comics plots. (for the threads sake)
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I am a bit cold but my house is somewhere it never has to be a boat and it's a long way to any decent water so I don't know why you want to see it.
Is @Admiral Fluffy really fluffy?
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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.
SpoilerINTERNAL
{
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
SpoilerPROP
{
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.)
Spoilerin GameData\WorkingUnderLite\mk1CabinInternal\sharedAssets\
do the same thing to CockpitGeneric.dds and then paste and rename the following.
SpoilerI think that covers all the internal.
it should end up looking like this.
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@Souptime with a sketch of a Kerbulldog?
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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
SpoilerPART
{
// --- 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
SpoilerPART
{
// --- 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.)
SpoilerPART
{
// --- 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)
SpoilerPART
{
// --- 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 = 0.635,0.0,0.0,1.0,0.0,0.0,0node_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.
SpoilerPART
{
// --- 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 Znode_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,-1,0,0,0node_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,-0.586,0.0782,1,0,0,0node_stack_podCrown = 0.0,-0.1679,-0.85,0,0,-1,0
node_stack_podChin = 0.0,-0.1679,0.7,0,0,1,0node_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
SpoilerPART
{
// --- 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 = 0.635,0.0,0.0,1.0,0.0,0.0,0node_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
}
} -
Maybe @Admiral Fluffy will show up with their sketch of a Kerbulldog?
-
Squirrel Girl is a better character than Wonder Woman.
-
Seasconnectedddy
-
Not currently.
Is @AlamoVampire bit coin mining?
-
10/10
No self respecting AI would say that, and I should know.
Because I am human to the 333 decimal place.
-
Waiter: I am sorry but he gave up on you.
Customer: Waiter, there is an obscure reference in my soup.
KSP Limericks
in Forum Games!
Posted
I've corrupted now many a wish.
And sadly the soup in my dish.
My night now is done.
Thanks all for the fun.
Goodbye now and thanks for the Fish.