Canadarm CKAN

This mod adds a working Canadarm for the stock MK3 long cargobay, Decqs Space Shuttle System, CSS and Mike-NZ's Space Shuttle

License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License

Game Version: 1.1.3

Downloads: 21,898

Author: Jeast

Followers: 96

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Canadarm v1.71

Canadarm 1 for KSP. This is the Space Shuttle Canadarm. Compatible with the stock cargobay (long verion), Decqs Space Shuttle System, CSS by Dragon and the One Piece Shuttle by MIKE-NZ. ModuleManager adds a node to the cargobays for attachement.


** LICENSE ****


http://creativecommons.org/licenses/by-nc-sa/4.0/


** DEPENDENCIES ****



** RECOMMENDED ****



** INSTALLATION ****


  • Install all dependencies
  • Extract folder content to your KSP/Gamedata folder
  • (optional) Extract subassembly file to your KSP/saves/profilename/subassemblies folder

** ASSEMBLY ****


  • Nodes are automaticly added to the stock, CSS and Space Shuttle Pack cargobays
  • Attach the Shoulder part to the node
  • Attach the Upperarm to the shoulder
  • Attach the Lowerarm to the upperarm
  • Attach the Wrist to the lowerarm
  • Attach the Endwrist to the wrist
  • Attach the End to the endwrist
  • (Optional) Attach the grapple port to the object you want to lift

  • Change the camera id's on the End and Lowerarm parts (right click on them), they both are 1 at default. Make sure they have unique id's.


** FEATURES ****


  • Working smooth, no wobble!
  • Camera in effector and on lowerarm, for IVA use (optional by using RPM)
  • Effector uses magnet. This is not realistic but this is the reason there is no wobble. And you can pick up Kerbals with the arm!

** USAGE ****


The mod adds an attachment node to the CSS, Onepiece and stock cargobays. This is where you should attach the Shoulder part. The shoulder part cannot be surface attached! The Canadarm uses IR for the moving parts and KAS for the effector magnet. You can create presets in the VAB (recommended). To "grab" stuff with the effector you have to enable the magnet. It is recommended to map this to an action group in the VAB. The arm and the magnet both use electrical power so keep this in mind when using the arm. There is a camera mounted in the effector wich you can use via Rasterpropmonitor Beside the magnet you can also use the supplied grappling port instead.


** KNOWN BUGS ****



** CHANGELOG ****


v1.71

    BugFixes
    --Fixed version problem where RPM was not working

v1.7

    Features
    --Grappling port added

    BugFixes
    --RPM fixed and enabled

v1.62

    BugFixes
    --Disabled RPM temporary due to shifting CoM

v1.61

    BugFixes
    --Changed textures from MBM to DDS to fix the black textures and reduce size

v1.6

    Features
    --Updated to KSP 1.1
    --Model reworked from scratch
    --Textures redone from scratch
    --Optimized by reducing texture numbers, all parts use one texture now

v1.51

    BugFixes
    --MikeNZ's shuttle cargobay node fixed

v1.50

    Features
    --added new meshes and textures
    --added rotation joint axis to the lowerarm
    --removed angle lock on upperarm pitch

v1.00

    BugFixes
    --fixed black lines on textures
    --removed extender

    Features
    --added camera to lowerarm

v0.96

    BugFixes
    --parts unclickable in VAB and 3d world. Colliders fixed

    Features
    --added mini AVC for version checking

v0.95

    Features
    --release version
Loading changelog...

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