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Turning off the new wheel autostrutting?


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Hi Guys,

Anyone looked in to how to turn off the wheel autostrutting that was added to 1.1.1? 1.1.2 changelog suggests this is now more configurable so I am hoping that means it can be disabled completely. We've had our first bug-report for Infernal Robotics that was caused by these autostruts preventing a joint from rotating, stopping the turret on a tank from turning purely because it was the most massive part. I imagine more such reports won't be far behind unless we can add an MM config to turn them off if a player has IR installed.

Thanks
-Zodius

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10 hours ago, dewinslow said:

So I put this code into settings.cfg in my own folder inside gamedata. Didn't disable autostruts for wheels. KSP 1.2.1.

 

Trying to drop a rover with a winch, and autostruts are preventing this. Ideas?

@dewinslow I guess you have made a skycrane with a KAS winch. In such a case, you must undock the skycrane and the rover before extending the cable. You can do this through the winch GUI or assign a key through the action group. Then, you can normally extend the winch cable. 

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Does this still work, and is autostrutting still an issue with IR?

Whenever I'm trying to move things it doesn't work, it's like the parts that im trying to move won't budge. And I've tried creating a cfg file etc, but it doesn't seem to load, since wheel autostrutting is still locked.

Edited by BoddaN
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It's a bit clunky because it uses the Action Group system rather then a dedicated interface, but ModActions allows you to control auto-strutting on a part with the action/action group keys.

This is all manual though, on larger vessels it can get impractical as it gets assigned per part.

D.

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On 27/03/2017 at 5:21 PM, BoddaN said:

Does this still work, and is autostrutting still an issue with IR?

Whenever I'm trying to move things it doesn't work, it's like the parts that im trying to move won't budge. And I've tried creating a cfg file etc, but it doesn't seem to load, since wheel autostrutting is still locked.

Are you using KJR KerbalJointReinforcement? if so you need to use the version compiled to work with IR, your problem very much sounds like the KJR issue as IR is currently working very well in all scenes.

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