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Increasing part friction by editing config file only (no model or dll)?


allmhuran

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Say I wanted to make a high friction part... something that "sticks" to the ground. Is there any way to take the module information from landing gear or wheels (or anything else) to create this kind of high friction part *without* having to include a model or plugin dll?

I've had a look at the config for the various stock gear and I'm not sure if it's possible, because:


MODULE
{
name = ModuleLandingGearFixed
BrakeTorque = 20
BrakeSpeed = 3
wheelName = wheel // <--- this line must refer to a special property in the model, so if the model has no such property (ie, like a welded part) then I expect things won't work.
hasSteering = true
}

I've tried figuring this out empirically in the game but it's difficult to check.

Edited by allmhuran
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Landing gear don't stick you can slide down a hill :( but would say no not with out a plugin and there are a couple to look at B.Dynamics http://forum.kerbalspaceprogram.com/threads/82341 had a CritterCrawler that had sticky feet and there's KAS http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 had a ground Pylon

	MODULE
{
name = ModuleKISItem
volumeOverride = 150
stackable = true
allowStaticAttach = 1
staticAttachBreakForce = 10
}

you can add that to parts and attach to ground and then there was Foundations just a plugin it's old but still worked in .90 or 1.0 was last, I used it http://forum.kerbalspaceprogram.com/threads/56262-Plugin-0-22-WIP-Foundations-UPDATE-ALPHA-RELEASE-0-2

EDIT- With Foundations you just added

     MODULE
{
name = Foundation
breakForce = 200
breakTorque = 200
}

to a part and it give you a attach in the part menu and you was stuck there to you de-attached.

Edited by Mecripp2
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Thinking about it stock you could play around with

ModuleGrappleNode

PART
{
name = GrapplingDevice
module = Part
author = Squad
mesh = model.mu
scale = 1
node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1
TechRequired = actuators
entryCost = 5200
cost = 450
category = Utility
subcategory = 0
title = Advanced Grabbing Unit
manufacturer = Kerbal Motion LLC
description = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!"
attachRules = 1,1,0,0,0
mass = 0.075
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 7
maxTemp = 2000 // = 3600
fuelCrossFeed = False
crashTolerance = 50
breakingForce = 50
breakingTorque = 50
bulkheadProfiles = size1, srf
MODULE
{
name = ModuleGrappleNode
nodeTransformName = ArticulatedCap
deployAnimationController = 1
nodeType = size1
captureRange = 0.05
captureMinFwdDot = 0.866
captureMaxRvel = 1
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Deploy
startEventGUIName = Arm
endEventGUIName = Disarm
actionGUIName = Toggle Arming
}
MODULE
{
name = FXModuleLookAtConstraint
CONSTRAINLOOKFX
{
rotatorsName = Piston1
targetName = Sleeve1
}
CONSTRAINLOOKFX
{
rotatorsName = Sleeve1
targetName = Mounting1
}
CONSTRAINLOOKFX
{
rotatorsName = Piston2
targetName = Sleeve2
}
CONSTRAINLOOKFX
{
rotatorsName = Sleeve2
targetName = Mounting2
}
CONSTRAINLOOKFX
{
rotatorsName = Piston3
targetName = Sleeve3
}
CONSTRAINLOOKFX
{
rotatorsName = Sleeve3
targetName = Mounting3
}
CONSTRAINLOOKFX
{
rotatorsName = Piston4
targetName = Sleeve4
}
CONSTRAINLOOKFX
{
rotatorsName = Sleeve4
targetName = Mounting4
}
CONSTRAINLOOKFX
{
rotatorsName = BaseSleeve1
targetName = MainSleeveLookTarget
}
}
MODULE
{
name = FlagDecal
textureQuadName = flagTransform
}
}

you wanting to use it on landing legs ?

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I do remember a danny vid where he destroyed the universe by double-grappling a kerbal, so there's definitely something lurking in those things.

- - - Updated - - -

Best solution I can think of at the moment is to add an ion engine to the foot, hidden inside it, and edited to be more powerful and ludicrously efficient. Then when a foot is grounded turn on the engine in that foot to press it into the ground. But that does require some degree of KOS-fu.

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Think your wrong there pretty sure, I have stuck them to the Mun lol

EDIT- I will run some test and see :)

I tried it on Kinetic Penetrators before switching over to KAS modules because the grapple module would never stick to the ground.

That may have had something to do with the high speed impacts though. heh

Edited by Randazzo
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I tried it on Kinetic Penetrators before switching over to KAS modules because the grapple module would never stick to the ground.

That may have had something to do with the high speed impacts though. heh

Think they changed it, I'm sure, I stuck them to even kerban and now there not sticking to anything :(

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