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Mini sounding rocket + EVA extender


spiritplumber

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A self-decoupling small solid rocket, can be used as a missile / sounding rocket. If carried on EVA using KAS, it can be used to extend the EVA tank. Uses existing models and textures to save memory.


RESOURCE_DEFINITION
{
name = EVA Propellant
density = 0.004
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}

PART
{

// --- general parameters ---
name = MiniMissile
module = Part
author = mkb

MODEL
{
model = Squad/Parts/Engine/solidBooster/model
position = 0, 0, 0
scale = 0.1, 0.2, 0.1
rotation = 0, 0, 0
}


// --- node definitions ---
node_stack_bottom = 0.0, -12.5127, 0.0, 0.0, 1.0, 0.0, 1
node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, -0.075, 0.0, 0.0, 1.0, 1

//de_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1

// --- FX definitions ---

fx_exhaustFlame_yellow_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running

// --- Sound FX definition ---

sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage

// --- editor parameters ---
TechRequired = generalRocketry
entryCost = 666
Cost =100
category = Science
subcategory = 0
title = Mini Sounding Rocket
manufacturer = Robots Everywhere, LLC
description = Not intended for use as a weapon, honest. Can, however, be used to refill EVA packs when used with the Kerbal Attachment System.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,1,0,1

// --- standard part parameters ---
mass = 0.02
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
explosionPotential=10.0
maxTemp = 3600

ActivatesEvenIfDisconnected = true

stagingIcon = SOLID_BOOSTER

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = True
allowShutdown = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 18
heatProduction = 550
fxOffset = 0, 0, 0.01
PROPELLANT
{
name = EVA Propellant
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 100
key = 1 100
}

}
RESOURCE
{
name = EVA Propellant
amount = 8
maxAmount = 8
}

MODULE
{
name = ModuleDecouple
isOmniDecoupler = true
explosiveNodeID = srf
ejectionForce = 0.0
}
MODULE
{
name = KASModuleGrab //This module will add the possibility to grab the part from Eva.
grabKey = g // Key used for grabbing a part
maxDistance = 3 // Max distance for grabbing a part
breakForce = 3 // The force that needs to be applied on the grab joint to break. (Not used, as eva don't react correctly to a physic joint)
evaPartPos = (0.0, 0.1, -0.1) // Position of the grabbed part on eva
evaPartRot = (70.0, -180.0, 90.0) // Rotation of the grabbed part on eva
addPartMass = false // Add or not the grabbed part mass to eva
grabSndPath = KAS/Sounds/grab // Grab sound
}

MODULE
{
name = KASModuleAttach // This module will add the possibility to attach part grabbed from Eva.
attachKey = h // Key used to toggle attach pointer
rotateLeftKey = b // Key used to rotate left the attach pointer
rotateRightKey = n // Key used to rotate right the attach pointer
surfaceDist = 0.0 // Surface distance above the target part
maxDistance = 3 // Max distance for attaching a part
allowPart = True // Disable/enable attaching a part to another part
allowEva = False // Disable/enable attaching a part to eva
allowStatic = True // Disable/enable attaching a part to a static object like ground or building.
sendMsgOnly = False // Delegate the attachment system to another module on attach. (ex : hook module) If set to false, the attachment will be handled by this module.
pointerUseModel = True // Use or not the current part model as pointer instead of a sphere.
partRot = (-90.0, -15.0, 0.0) // Rotation of the attached part
attachSndPath = KAS/Sounds/attach // Attach sound path
detachSndPath = KAS/Sounds/detach // Detach sound path
}


}

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Have you actually tried these? This will add a duplicate RESOURCE_DEFINITION, and it looks like the bottom stacknode will be nowhere near the bottom of the part (same with top, but less so--looks like it's twice as far up as it should be)

That said, always nice to see new toys! :)

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Fun idea! If modulemanager is able to modify an existing resource definition, that would be another way.

His changes have the density of monopropellant, the original EVA fuel has zero density and other unsuitable settings for this purpose.

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