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Escepadie Suspension Leg


dunebugmi

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I'd like some help with KSP 1.2's cfg files.  Specifically, I'm trying to update Adie123 & Sceppie's KSP 0.9 Escepadie suspension leg (on my own system, not for public redistribution).  

 

I'd like to rewrite the 0.9 cfg to be up to date for 1.2, by taking the 0.9 animation name and collider name and putting it into the right place in a KSP 1.2 file.  However, I'm not familiar with the KSP 1.2 wheel modules, so I don't know where to substitute.  Please help if you can.  

 

Thanks!

 

Also, does anyone know how to get in touch with Adie123 or Sceppie?  I'd like to ask them if they're interested in handing off the mod.

 

The original 0.9 cfg file looked like this:

MODULE
{
    
    name = ModuleLandingLeg

    animationName = ImprovedAnim
    wheelColliderName = wheelCollider
    suspensionTransformName = Bottom Cylinder
    orientFootToGround = true
    landingFootName = Foot Pad
    // Axis is aligned forward instead of up
    alignFootUp = false
    suspensionUpperLimit = 2.5
    impactTolerance = 10000
    suspensionSpring = 4
    suspensionDamper = 0.5
}

MODULE
{
    
    name = ModuleLandingLeg

    animationName = ImprovedAnim
    wheelColliderName = wheelCollider2
    suspensionTransformName = Middle Cylinder
    suspensionUpperLimit = 1
    impactTolerance = 10000
    suspensionSpring = 6
    suspensionDamper = 0.5
}

 

 

 

Ive tried to compare it to a SQUAD KSP 1.2 landing leg that looks like this (below) but I don't recognize the new wheel modules and am not sure where to put the 0.9 animation and collider names in, or if it is even possible:

 

    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = wheelCollider        
        
        wheelType = LEG

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.12
        center = 0,0,0
        mass = 0.040
        autoFrictionAvailable = False
        clipObject = piston_collider
                
        TooltipTitle = Landing Leg
        TooltipPrimaryField = 
        
        groundHeightOffset = 1.37
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = piston
        suspensionColliderName = piston_collider
        
        suspensionDistance = 0.95
        suspensionOffset = -0.95        
        
        targetPosition = 1.0            
        springRatio = 6
        damperRatio = 1.0
        boostRatio = 0.6
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = leg
        animationStateName = newlandingleg
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        retractTransformName = piston
        
        TsubSys = 0.83
        
        extendDurationFactor = 0.5
        retractDuractionFactor = 0.3

        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    MODULE
    {
        name = ModuleWheelLock
        maxTorque = 500
    }
    MODULE
    {
        name = ModuleWheelBogey
        baseModuleIndex = 0
        
        bogeyTransformName = foot
        deployModuleIndex = 2
        
        maxPitch = 160
        minPitch = -160
        restPitch = 0
        pitchResponse = 100
        
        bogeyAxis = 1, 0, 0
        bogeyUpAxis = 0, 0, -1
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 600
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }

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  • 4 months later...

I've notified Adie through steam, to see what he has to say about it. I know we're both not that active in KSP anymore, so I hardly believe he should have problems with you taking over the mod, as long as the models in the mod are credited.

But to be sure, lets wait on Adie.

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If you just wanting to use them you could do 

MODULE
{
 name = ModuleAnimateGeneric
 animationName = ImprovedAnim
 isOneShot = false
 startEventGUIName = Extend Legs
 endEventGUIName = Retract Legs
 actionGUIName = Toggle Legs
 allowAnimationWhileShielded = False
}

 

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Sceppie, me and Dunebugmi have already discussed this back in march. Hes unable to figure out the changes between 1.0 and 1.2, and i certainly aint got the fogiest. Been out of the scene too long. :s

Edited by Adie123
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