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ColdJ

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  1. 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
                }
            }
        }
    }

     

  2. 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

  3. 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
        }


    }

     

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