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Found 9 results

  1. A few ideias on how I would improve EAS-4 Strut connector based on my own experience of gameplay. Instead of selecting two parts to be connected, it would be a better idea if you could place two standard base connection on both parts and then linking them together. This way both ends of the structure would be always fixed on each part, I think this would work better with moving robotic parts. Allow multiple connections between the structure bases. Maybe this could be a tweakable feature for the player to choose between up to six connections nodes. With this solution it would be possible to create geodesic structures. A tweakable option between fixed or free rotating base would be nice. Maybe the player could even choose which axis should be free and which should be fixed. Make struts physical objects, and with higher crash tolerance. This would make possible the creation of roll cages around rovers, keeping kerbals safe. Struts mass should be relative to how long the strut is.
  2. Can someone tell me definitively how struts and fairings in the stock game are supposed to interact? I recently found myself fighting against KSP 1.3.1 to keep my struts where I want them. The game seems to treat these interactions inconsistently depending on the order you place/edit parts, whether you use Undo, etc. Some scenarios I've observed on a recent craft I was constructing: Connecting struts before fairings built Works fine Connecting struts through fairings after they are built Works in the editor most of the time, except: Occasional inconsistency within symmetry groups e.g. Sometimes when connecting the end of a strut to a surface inside a fairing, even though the "seed" strut I'm placing goes right through the fairing, I notice the mirrored strut terminates prematurely when it hits the fairing surface. The ship in question is symmetric across the relevant planes so there's no good reason I can see for the behavior to be inconsistent. Manually placing the struts individually at the same locations, without using symmetry, works fine. Trying to strut from a part inside one fairing, to a part inside a different fairing, usually doesn't work. Varying behavior, either: The game simply "deletes" the strut when you try and place it Or the editor "picks up" the part you are trying to pin the end of the strut to, detaching that part (and its children) from your craft (very annoying). Or it works in one direction but not the other (e.g. see above spoiler). Not sure if this is intentional. If so, it's a pretty naive attempt to prevent prevent the player from doing this as there are many ways around it. I've noticed cases where if you've already set up a situation like this (e.g. by running the strut before the fairing was built) then it totally screws up your ability to place struts anywhere on your craft afterward. All new placements start exhibiting one of the two aberrant behaviors above (strut is immediately deleted, or picks up target part instead of pinning strut). When I started seeing this, it seemed consistently reproducible. Reloading the game / craft didn't help. You need to delete the offending strut(s) to make new struts work properly again. Disconnecting and reconnecting a fairing base without deleting / rebuilding the fairing Doesn't seem to affect struts that pass through it Undo / Redo DISASTROUS results - seems to trigger "regeneration" of all struts in a manner that makes them consistently end at the first fairing surface they hit. Launching from VAB/SPH Maintains strut connections / orientations from VAB? (I know older versions sometimes reoriented your struts sending them flying out at weird angles but I think they fixed this one). Loading craft in Editor Maintains the saved strut connections (no "regeneration" trigger). Loading / Quickloading craft in flight Maintains the strut connections the way they were on your craft when you saved (I think). Much of the red behavior feels buggy and ill defined. If it's the intent that struts aren't allowed to pass through fairings, then all of the above user actions (except loading a craft in flight) should act the way the Undo button does - i.e. trigger strut "regeneration" and check for collisions, truncating them at the first surface they hit. Otherwise, the Undo thing really needs to be fixed, as well as the edge cases above. I'd be OK with defining different behavior for struts placed before / after fairings are built (this would seem to offer the player the most flexibility as to whether they want to strut through a fairing, or to the surface of one) but then the game shouldn't go mucking around with previously placed struts which I connected before I built my fairings. If it does want to re-evaluate my preexisting struts for new collisions (e.g. when placing a new part that may intersect the strut), then maybe it ought to keep track of which collisions existed before the operation began so those can continue to be ignored when the operation completes (particularly when less straightforward actions re-trigger said analysis). I think that would result in a more consistent and predicable player experience, where KSP wouldn't shoot you in the foot later by "helpfully" deciding on a whim to rejig your struts. I don't know if this behavior is new to 1.3.1. IIRC from the changelogs it looked like Squad was doing some work with struts in 1.3.0 and 1.3.1. I generally avoided stock fairings and tended to use Procedural Fairings instead (which seemed to behave in a more deterministic manner). But when the new release dropped, I decided to try playing without mods for a while (for unrelated reasons: to see if mods or the stock game was responsible for some performance issues I start to see after doing lots of launch / reverts in a row). The only mod I had loaded when I investigated all this was Kerbal Engineer Redux (KER) and I'm pretty convinced it's not causing the problems. I am not submitting a formal bug report, I just want to know how things are supposed to work and whether others are seeing similar behavior. (If so, I'd love it if a QA person from Squad could pick this up and run with it from here. Feel free to move this topic to another forum if appropriate).
  3. I'm returning to KSP after some months. Last time I played was in November 2016 and I really enjoyed the auto-struting option that was added in 1.2. Now I'm playing 1.3 and can't find the struting option on any part anymore. Was the feature removed or I'm looking in the wrong place? Playing sandbox btw. Nevermind, found my answer! "Advanced tweakables" was deactivated in settings.
  4. I am new to the forums so please let me know if I am doing anything wrong here. I have been playing KSP for a while now and have thoroughly enjoyed the game and the updates the devs have made to it. I love designing and building ships and vehicles, and this game provides one of the most fun ways to do it! One of the updates I really like is the auto strut feature; it keeps the ships stable while also keeping them clean looking. These days I usually play with mods, and I have recently been having a lot of fun with Infernal Robotics (IR). The other day, I was trying to build rovers with IR parts and suspensions (The stock wheel suspensions cannot provide the up and down wheel travel that I would prefer). I noticed that the wheel bases being locked on auto strut to heaviest part seemed to make any IR parts connected to them in some way either unable to move or cause any IR part movement to twist the rover parts violently. This was frustrating and creatively inhibiting for me. I found that other people were having issues with this, including the wheels' auto struts moving to (or failing to move from) different heaviest parts when docking/undocking craft, especially when using Kerbal Attachment System. This basically illustrates the problem that others and I are having: https://gfycat.com/CarelessColorlessBeardeddragon My primary question for Squad is, can auto strut locks on wheels and other parts be removed, letting us choose whether or not to auto strut the wheel bases? I like auto struts and don't think they should be removed. Perhaps the default could be to auto strut the wheels to heaviest part, but if advanced tweakables is selected the user can change it. I get that auto strutting the wheel bases to heaviest part keeps rovers from wiggling and exploding on undock when being carried in cargo bays, but is there a more elegant solution than locking the auto strut on the wheels? My secondary question is whether or not anyone has found a temporary workaround for this? I dabble in C and Visual Studio but I am new at writing mods for the game. I do not have Kerbal Joint Reinforcement installed and I am using KSP 1.2.2. I am using the latest IR build 2.0.10 from https://github.com/MagicSmokeIndustries/InfernalRobotics/releases, and I have confirmed that the mod works properly when not using wheels. Here is what I have tried to do to temporarily get around this issue: 1. I edited the 'autostrutMode' values for all the wheels in the craft file, turning it from 'ForceHeaviest' to 'Off'. This had no effect. 2. I made the cubic octagonal struts weigh dozens of tons and attached them to the wheel bases with the hope they would auto strut to that part and not the rest of the craft. This did not work because of course the wheels could be auto strutting to only one of the several cubic octagonal struts on the craft. 3. I tried to add a new technology to the game and then change the 'autoStrutTechRequired' value in the physics configuration file. I thought that this might work for sandbox mode if a science career was started and then all but that tech was unlocked in the debug menu. I failed at this because I am not good at modding this game and could not even get the new tech added. I also don't know if auto strut is always on for the wheels even if it hasn't been unlocked by general construction. 4. I tried the fix proposed by J.Random in this thread: http://forum.kerbalspaceprogram.com/index.php?/topic/138647-turning-off-the-new-wheel-autostrutting/ Putting his code into a cfg file in the GameData folder did not work for me. 5. I tried a basic patch using code suggested by Shadowmage in this thread: http://forum.kerbalspaceprogram.com/index.php?/topic/155572-are-forced-wheel-autostruts-temporary/. This did not work, but I am also not good at modding this game. Here are a few other posts I have been looking at: http://forum.kerbalspaceprogram.com/index.php?/topic/146806-how-to-disable-wheel-autostrut/ http://forum.kerbalspaceprogram.com/index.php?/topic/152615-autostrut-locks-ships-attached-via-kasiretc/ Thanks for reading my post and considering my suggestion! Please let me know your opinions and if you have found a workaround for this.
  5. its there a way to remove this? http://imgur.com/a/4I9ha this part remanent its between my docking ports.
  6. After some messing around I have found a bug, well not a bug just something I presume (Edit: presumed wrong but no clue as to what mod has changed the name) Squad missed in 1.2. Essentially the save game and ships need patching as one of the base parts has been altered and has its name changed slightly. If you get the message saying some parts are missing or ships won't load because of missing parts then this might help you. The Missing Part: strutConnectorMedium (AKA: EAS-4 Strut) If you get an error saying this part is missing, then you need to edit your save file, and ship files. Even though it seems it might be a mod that has changed the name of this part this fix still gets things working as the parts are identical. Open ([KSP Dir] \saves\ [savefile name] \ persistent.sfs) in a plain text editor i.e. Notepad. Find and replace all instances of 'strutConnectorMedium' with 'strutConnector'. Don't change anything else. Save the file, then reopen KSP, and load your save. The error is gone and the strut is exactly the same as before. I know were all fond of struts, and I hope Squad gets onto this in the next patch. I would submit a bug report but the tracker isn't working for me. If someone else can submit this for me that's great. Gabriel
  7. With the update to KSP 1.0.5, some parts changed and now some of my constructions don't work anymore (how could it be any different ). I used the Structural Pylon to attach Strut Connectors to spacecrafts inside the fairing to have them stable without any remnants after staging. Now that the design changed from structure to wing all rockets that use this method are messed up. The TT-38K Radial Decoupler and directly attached struts leave traces and I don't like this because it disturbs the plain view on ships. Do you have any tips for residue-free decouplers? btw: Is there a way to change from WYSIWYG editor to BB code?
  8. When I put some struts on my rocket and I launch it the struts go werid and angle up. When I revert to the VAB the struts stay the same. Log thing: https://www.dropbox.com/s/8glfbpj3edf3od9/output_log.txt?dl=0 Mods Real plume (and smokescreen) Better burn time Asteroid Day Stock fairing tweaker and stock clamshell fairings Pics
  9. I present to you a really simple mod - Strut+ It adds only one part - PX-6 Advanced Strut Connectort which is 300x stronger and 5x longer than a standart strut. Screenshots'n'Stuff Download - Kerbal Stuff License -
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