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Found 11 results

  1. Hello! I use KSP 1.3.1 with RSS, FAR and KJR and a few other mods. I want my game to be as realistic as possible. I don't use Realism Overhaul because it doesn't support every mod I have. I've made an airliner that is a little smaller than the Airbus A318. I tweaked Squad engines to get rid of fuel and use Electric Charge instead. It uses SXT and some other mods. I just want to have flutter to make it even more realistic. I disabled autostrut and rigid attachment on the wings and there's still no flutter. I'm pretty sure it's because of KJR. I'm not sure it is a good i
  2. My ship had no shaking problems last night but when I load today on any of my 3 or 4 saves with this ship it shakes itself to pieces. Very repeatable. Nobody appears to have a solution on the forums so I guess I have to relaunch. I needed to modify the ship anyway. I used autostrut on almost everything and set it to various modes. I also used rigid assembly on a lot of the ship. The following was written before I encountered the shaking. Ion engines can be useful. I meant to build a rocket with some ion engines to fine tune navigation, but I ended up with nothing but ion engines for
  3. I got KSP when the 1.2.2 update began. I expected to be able to use auto strut so I didn't need to make a big mess of my craft but it never gave me the option to. I looked at the files but it said 'AUTOSTRUT:' and something after it. I don't know how to fix it.
  4. Preface - I've performed a perfunctory search and come up with - Lots of landing legs and auto-struts are probably not clever. So this question is kind of a two part-er. Background - I am designing a stock base+ system, largely aimed at Duna and to be developed et released as a scale-able, fun, and user friendly way of building up a permanent presence on the red planet. I've done it before, but not for general release. Issues - I am experiencing phantom torques that wildly spin the modules apart when about 3 or more are joined. When 2 or more are joined it tends to float over th
  5. I wasn't paying attention when 1.2 came out with the autostrut and Rigid Attach features so I don't know much about it. 1. Are there any disadvantages to using Autostrut or Rigid Attach? 2. If there are no major disadvantages, can I get it to default to on without having to push the button on each part? 3. What is the difference in gameplay among the various Autostrut modes?
  6. I did a search and no one else seems to be having this problem. But, i'm right clicking parts in the VAB and i'm not seeing any autostrut options, on anything; engines, SRB's command capsules, nothing. Did I miss something or did Squad remove them?
  7. This has already been mentioned in several mod reports but from what I understand it's an issue that extends to most, if not all, mods that deal with attaching/unattaching parts and vessels together without using docking ports. Basically, if a part has been auto-strutted, and the ship that part is attached to is linked to another ship via, say, the KAS connector ports, the auto-struts re-configure themselves if they are set to "heaviest part". Whichever ship has the heaviest part, the auto-struts on the other ship will link to those instead. The problem, however, is that the re-configured a
  8. Now that's not right. Those wheels were attached with Symmetry. Lets take away the tank on the end. Tenacious ain't he? Let's take the next one off too. Don't like to let go do they? I think I'll just throw that one away. Dropped it in the bin and it thinks it is still attached. This is where it finally threw an Exception.
  9. I assume autostrut works like an standard strut however invisible and it can pass trough other items. Options are heaviest part, root and grandparent part. However does anybody know how strong they are compared to standard struts and does they eliminate standard struts for most uses? Yes I see settings where normal struts are better, mostly to avoid bending, Will heaviest part change as tanks run dry? at least on loading ship again.
  10. How often do you use them?? i use them when i build big vehicles and realising i got too much parts for a mission. i personally really enjoy them as a new feature and i think its pretty cool. what are your thoughts?? -Alan
  11. Has anyone seen AutoStrut behavior degrade after moving a part with the Offset gizmo? I had a big, complex craft in which AutoStruts were used to help secure the boosters to the heaviest part. I put it on the launch pad and it would stay together. Then I reverted back to the VAB, and offset (very slightly) a few of the boosters using the gizmo. When I relaunched, it would fall apart. Then I reverted to the VAB again, and clicked each booster's AutoStrut button 4 times to cycle through the settings back to the original one. Didn't do anything else. When I relaunched, it worked.
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