/
almaz3-5.cfg
418 lines (359 loc) · 8.39 KB
/
almaz3-5.cfg
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PART
{
// --- general parameters ---
name = almaz3-5
module = Part
author = Raidernick
// --- asset parameters ---
MODEL
{
model = RN_Salyut/Parts/Salyut/almaz3-5
scale = 0.80, 0.80, 0.80
}
//mesh = almaz3-5.mu
scale = 0.80
rescaleFactor = 1
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -6.91488, 0.0, 0.0, -1.0, 0.0, 2
fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout
// --- Sound FX definition ---
sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage
sound_explosion_low = flameout
// --- editor parameters ---
TechRequired = generalRocketry
cost = 200000
category = Pods
subcategory = 0
title = Almaz 2/3/5
manufacturer = RN Industries
description = Almaz 2, 3 & 5 military orbital laboratory. Salyut ASAS REQUIRED for station to function.
attachRules = 1,1,1,1,0
// --- standard part parameters ---
mass = 10.24
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 28
breakingForce = 50000
breakingTorque = 50000
linearStrength = 22000
angularStrength = 22000
maxTemp = 2000
vesselType = Station
CrewCapacity = 2
thermalMassModifier = 2.0
emissiveConstant = 0.95
heatConductivity = 0.04
INTERNAL
{
name = MIR_core
}
MODULE
{
name = ModuleCommand
minimumCrew = 1
RESOURCE
{
name = ElectricCharge
rate = 0.25
}
hasHibernation = True
}
MODULE
{
name = TankPriorityModule
Priority = 100
}
RESOURCE
{
name = ElectricCharge
amount = 1080
maxAmount = 1080
}
RESOURCE
{
name = MonoPropellant
amount = 250
maxAmount = 250
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
exhaustDamageMultiplier = 20
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 30
heatProduction = 50
fxOffset = 0, 0, 0
PROPELLANT
{
name = MonoPropellant
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 370
key = 1 320
}
}
EFFECTS
{
running
{
AUDIO_MULTI
{
channel = Ship
transformName = RCSthruster
clip = sound_rocket_mini
volume = 0.0 0.0
volume = 0.1 0.0
volume = 0.5 0.025
volume = 1.0 0.1
pitch = 0.0 0.75
pitch = 1.0 1.5
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/Monoprop_small
transformName = RCSthruster
emission = 0.0 0.0
emission = 0.1 0.0
emission = 1.0 1.0
speed = 0.0 0.8
speed = 1.0 1.0
localRotation = -90, 0, 0
}
}
}
MODULE
{
name = ModuleRCSFX
stagingEnabled = False
thrusterTransformName = RCSthruster
thrusterPower = 0.1
resourceName = MonoPropellant
resourceFlowMode = STAGE_PRIORITY_FLOW
runningEffectName = running
atmosphereCurve
{
key = 0 260
key = 1 100
key = 4 0.001
}
}
MODULE
{
name = ModuleReactionWheel
PitchTorque = 10
YawTorque = 10
RollTorque = 5
RESOURCE
{
name = ElectricCharge
rate = 0.3
}
}
// Science
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data
evaOnlyStorage = False
storageRange = 2
allowRepeatedSubjects = True
}
MODULE
{
name = ModuleScienceExperiment
experimentID = mobileMaterialsLab
experimentActionName = Run Lab Experiment
resetActionName = Reset Lab Experiment
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
resettable = True
resettableOnEVA = True
rerunnable = True
xmitDataScalar = 0.4
FxModules = 0
}
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
}
//Tac Lifesupport
RESOURCE
{
name = Food
amount = 98.73
maxAmount = 98.73
}
RESOURCE
{
name = Water
amount = 65.25
maxAmount = 65.25
}
RESOURCE
{
name = Oxygen
amount = 9993.36
maxAmount = 9993.36
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 0.1
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 9
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 83.1
}
//Connected Living
MODULE
{
name = ModuleConnectedLivingSpace
passable = true
}
MODULE
{
name = ModuleDataTransmitter
antennaType = DIRECT
packetInterval = 0.4
packetSize = 2
packetResourceCost = 10.0
requiredResource = ElectricCharge
antennaPower = 500000
}
MODULE
{
name = MuMechModuleHullCameraZoom
cameraName = Almaz Phototelegraph
cameraForward = 0, 0, 1
cameraUp = 0, 1, 0
cameraPosition = 0, -1.65679, 2.00401
cameraFoVMax = 60
cameraFoVMin = 0.005
}
MODULE
{
name = HullCamera
cameraName = Almaz Phototelegraph
cameraForward = 0, 0, 1
cameraUp = 0, 1, 0
cameraPosition = 0, -1.65679, 2.00401
cameraFoVMax = 60
cameraFoVMin = 0.005
//This camera uses film resource to get science
usesfilm = false
specialExperimentName = photo-
specialExperimentTitle = #Anon# Picture
//you still have to set this to something or it throws an error when the part loads
experimentID = hullcampicture
experimentActionName = Snap Picture
resetActionName = Delete Picture
collectActionName = Take Photo
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
xmitDataScalar = 0.8
dataIsCollectable = True
interactionRange = 1.2
rerunnable = True
}
RESOURCE
{
name = Resolution
amount = 1
maxAmount = 15
}
MODULE
{
name = BDFSanimateGeneric
animationName = Deploy
startEventGUIName = Extend Antennae
endEventGUIName = Retract Antennae
toggleActionName = Toggle Antennae
startDeployed = False
// Animation Layer. If you have more than one animation on a part, this must be unique for each one in order for them to not interrupt each other. If the stock engine heat animation module is used, that’s probably on layer 0, so make this 1 or higher.
layer = 1
playAnimationOnEditorSpawn = False
useActionEditorPopup = True
// If you have more than one BDFSanimateGeneric on a part, give each a unique ID to. This makes the popup menu appear in a separate location for each module, and not steal each others windows. values: 0-9.
moduleID = 0
}
//Reflection shader plugin
MODULE
{
name = ReflectiveShaderModule
// Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
CubeMapSize = 16
// How deep the reflection will be ("how far the reflection camera will view")
FarClipPlane = 500000000
// How far away must something be before it is reflected
NearClipPlane = .1
// Set to false to render all 6 faces of the CubeMap at once (six times slower~)
OneFacePerFrame = true
// The shader to find. The reflective shaders are:
// Reflective/Diffuse
// Reflective/VertexLit
// Reflective/Bumped Diffuse
//Reflective/Bumped Specular
ShaderName = Reflective/Bumped Diffuse
realTimeReflection = False
// The height of the parallax map. Values are accepted between 0.005 and 0.08.
ParallaxHeight = 0.01
// How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
ReflectionStrength = 0.25
//ReflectionColor = 0, 0, 0, 0
// Use this variable to specify which meshes to apply the shader to.
// Not using this variable will default to the first found mesh.
// Use the actual mesh name for the value. Or you could use:
// all - to replace the shader on all meshes in the model.
MeshesToChange = dish2_006,dish1_004,cylinder_027,ORBGroup452
// How shiny the specularity will be (if specular).
// This value will be automatically set if it already exists on the previous shader and is not defined here.
Shininess = 1.0
updateRate = 130
// These variables should be used together only.
// These values will be automatically set if they already exist on the previous shader and are not defined here
SpecColorR = 0.8
SpecColorG = 0.8
SpecColorB = 0.8
SpecColorA = 0.8
rimFalloff = 5.0
rimColor = 0.8242, 0.6445, 0.1914, 1.0
ReflectionColor = 0.6242, 0.6445, 0.69, 1.0
}
}