Magic Smoke Industries presents:
For all your actuation needs!
We all use and love infernal robotics. It offers great possibilities and adds a very important part of space exploration to the game: robotics.
But we all know that there were also limitations and problems with early versions of the project. The idea of the new version is to solve all those problems and take it to a new level.
What does Infernal Robotics let me do?
What
Issue with weak joints have started when KSP switched to newer Unity game engine version, somwhere between KSP 1.3.x and KSP 1.4.x version. There is more info about it in WIP IR thread:
And more info and explanation in this post:
Good news is that you can play around with joint strength values that are available in IR config files. Better info in this post:
Beside quantum struts mod, there is also InnerLock mod that provide parts with (un)lockable joints. That also give