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for KSP 1.8.x - 1.11.x (v1.1.0) About: Smart Docking Aid adds two new SAS modes to level 3 probe cores and level 3 pilots. Most KSP-players know the issue with aligning two docking ports correctly while docking two ships or station parts together. Smart Docking Aid's new mode aligns the player controlled ship's docking port to the target docking port. So you only have to translate your ship in front of the target docking port and move forward until it docks. There is no more weird camara movement necessary to see if you will dock properly or ram your target out of orbit. Smart Docking Aid introduces two new SAS modes: Parallel- & Parallel+. Both modes can help you align parallel to a desired target (i.e. orient towards the normal direction of the targeted part/docking port) Download: Github SpaceDock CKAN Requires Module Manager Changelog: v1.1.0. QoL Improvements * Obey "All SAS Modes on all probes" in difficulty settings * Replace stock SAS module readout * Unset SDA mode on SAS disable * Change MM pass to LAST ---- v1.0.0. Initial Release * Implements new SAS functionality - Parallel - - Parallel + Source Code Source Code can be found on Github (Source Code) Known Issues Part Upgrades resets the module readout to the stock one. If you find any issues, please report them to this thread or open a GitHub issue. Special Thanks As usual thanks to @woeller for creating icons, testing & feedback. @Jacky_Rabbit, iron_thomas, Multyino for feedback & testing. This work is licensed under the Attribution-NonCommercial-ShareAlike 4.0 International license
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DPSoundFX Simple as the name, it adds the sorely missing sounds of collisions docking in orbit! Motivation Simply put, I wanted to hear something when 2 ships docked. I was so used to it in Orbiter (an open source space simulator) that I sorely missed it. So much so that I jumped into coding (again) to make it happen. My effects are based on my perception that Jeb wouldn't dock so much as "participate in a controlled collision" Installation Be sure to have the latest version of ModuleManger installed! Upzip it into your GameData folder, as with most other mods. API Reference Using a ModuleManager config, like below, you can specify your own sounds for any docking port in the game. @PART[someDockingPort]:NEEDS[FP_DPSoundFX] { MODULE { name = DPSoundFX sound_docking = CustomExample/crash sound_undocking = CustomExample/radio internalSoundsOnly = false } } How-To-Use Just listen, when docking or un-docking of course!! (Now also when decoupling!) Contributors Guru's who answered my questions: Snjo CrzyRndm Authors whose plugins were studied for clues and code: Pizzaoverhead License GNU GENERAL PUBLIC LICENSE V3 dated 6/29/2007 Download / Source Download - GitHub Download - SpaceDock (CKAN enabled) Source Alternate Sounds Docking & Undocking - by Dashman (RAR archive) [Link Reported Broken: 8/22/21] Docking & Undocking - by akron
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Is there an easier way to dock two large vessels like this? I align the ports, and get within 5 cm of the target docking port with mine, but alas, no connection. Docking Alignment Display is a great help, but I can't get the ports to actually accept one another, and yes, they are facing eachother. The fuel tanks and tug is about 500 tonnes, the station is about 500 tonnes, so it's as graceful and as lethargic as it gets. And please, Intercept Games, give us bigger, badder RCS thrusters. Using 256 Vernier thrusters here, I will go insane from low FPS.
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Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz | GPU: NVIDIA GeForce RTX 3060 | RAM: 32 GB Version: 0.1.4.0 Severity: Medium (can render the vessel unusable, but can be circumvented by changing mission profile) Consistency: Consistently reproducible, but under particulate circumstances Here's the the relevant picture of the payload bay: The intended mission profile at this point was as follows (the mission is STS-3 from Shuttle Challenge): redock the maneuvering modules (the ones with Kerbals in the seat) to solar panel assemblies (packed on the bottom on the bay) use the maneuvering modules to extract the solar panel assemblies and dock them to the telescope (released from the shuttle just before the screenshot was taken return the maneuvering modules to the shuttle and go back to Kerbin The problem appeared on the first step: the moment a maneuvering module was docked to the up-facing port on solar panel assembly (with control point of the resulting assembly becoming the command seat), all the struts on the shuttle were broken. No matter how many times I reloaded, the struts kept breaking. And let's just say without the struts this shuttle falls apart under its own weight even on gentlest landing But then I found a solution that worked: Release the solar panel assemblies. Catch them with the maneuvering modules and dock them to the telescope. Return the maneuvering modules to their original place in the payload bay If I do exactly this and return the maneuvering modules to the backwards ports in the bay (control scheme still switches to the seat, which is backwards relative to the shuttle) the struts remain intact. But if the maneuvering modules get docked to the upward-facing ports the solar panel assemblies were docked to - the struts immediately break. (No matter how many times the game was saved and reloaded/restarted between deployment and return of the maneuvering modules). Probably needs double-checking/verifying on different vessels, but the craft file is in attachment if anyone wants to replicate it on this one. Just get it to orbit and experiment with the maneuvering modules (the RCS modules might need to be switched on through part manager) Included Attachments: HROSTS3.json
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Hi, For IVA enjoyers out there, I made this tutorial which covers a full flight only IVA launch, rendez-vous & docking to space station, then landing back at KSC runway, with a SSTO. IVA is in a retro style, so no much fancy displays, only manual piloting ! I hope you find it useful ! Also feedback and questions appreciated Notes : * Always match your inclination first with your target before doing the Hohmann transfer burn, I didn't tought about it since I knew the station was in a equatorial orbit, but still, the small deviation from my initial orbit trajectory was enough to make the rendez-vous phase trickier, as you'll see. * 21:14 : velocity relative to the targeted docking port but only in the X and Y axis. * 22:45 : I didn't mention it, but on this IVA, the screen display actually shows X, Y axis distance and vel in precise numbers, which is very practical, as well as the X, Y, Z rotation angle. it's a numerical aid to the instrument to the right, which is more visual.
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Hi Everyone, Have built a two part Star Trek Enterprise for docking practice. Personally found this fairly tricky. The docking ports are offset but have added control points behind them. (not sure they help) Both parts can take off and reach orbit but that's about it without adding additional rockets/boosters. Thanks For Looking Star Trek Saucer Download:https://drive.google.com/file/d/10c3NUs8zrl4ABeG-kaE-uHDlAogJUI9s/view?usp=share_link Star Trek Rear Download:https://drive.google.com/file/d/15mVlv3cuFoZlIHVaHyAjBdusz6ygRECV/view?usp=share_link
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I made a series of illustrated tutorials for orbital rendezvous & docking. There are 4 techniques. For a link to all the images in a single imgur album, click here. Hohmann Transfer Rendezvous: Orbit Phasing Rendezvous (easy radial-burn version): Orbit Phasing Rendezvous (more efficient prograde-burn version): Parallel Orbit Rendezvous: Changes: v7 - Adjusted phrasing in one chart and updated drawing of spacecraft in all 4 charts. v6 - Fixed a typo in the Hohmann transfer's step 6. v5 - Added 2 techniques (for a total of 4). v4 - Spelling error corrected. v3 - Refined instructions for final approach, docking indicators now also includes Navball Docking Alignment Indicator, more notes on how to be efficient. v2 - Split into 2 versions: efficient & easy. v1 - Original version.
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I did this and it gave me a challenge idea. Dock a docking port to another docking port without having any control over it while in orbit.
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I started building a Mun station, where I had a core module and a lander I had a two-stage ship ready to dock to the "MSS" Fuel (to my lander after landing on the Mun) Probe launcher (lander and orbiter) The original idea was to send my orbital probe in an escape trajectory of Kerbin, using the Mun to slingshot the probe and then slow down to match the orbit of the MSS, launch the lander probe (to land on the Mun) and then dock with the station to provide fuel in the future. I however had two issues: I chose XS docking port instead of a S port for my vessel My probe lander docking port decided to disappear, when I launched my orbiter probe I launched the orbital probe successfully, but at the cost of a docking port disappearing for my lander (which could now not be undocked) Then I realised my mistake of attaching the incorrect docking port, as I approached the Mun station Then after some issues with time warp, I decided to scrap this ship. So I separated the 2 probes to do some scouting instead The probe launcher part (with the stuck lander) was sent to Duna as I had plenty of fuel to land there The fuel part was sent to Minmus, where I landed at the north pole: Eventually I did a separate mission where I added more docking ports (both XS and S) to the Mun station and I think the final product looks very cool! The orbiter probe and Minmus landing are featured in two of my bug reports that include videos if you're interested to see them
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I've noticed that when you timewarp and then go back to normal x1 speed when near another vessel, to dock for instance, the other vessel 'pops' away in the distance, as if the position is actually incorrect? I've had this happen numerous of times and its made me waste fuel and time to correct this sudden change in position
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KSP Version: 0.1.1.0.21572 Operating System: Windows 11 CPU and GPU models: AMD Ryzen 7 3700X 8-Core Processor, NVIDIA GeForce GTX 1070 Description of the bug: While in VAB and constructing a spacecraft I found a bug that causes the docking ports to randomly rotate or completely detach when a part is attached. It appears to be happening everytime you intentionally rotate the whole spacecraft a few times, and attach a part/attach the spacecraft to another one using workspace "Merge" button. Expected Behavior: Docking ports stay attached correctly after rotation of the whole spacecraft Observed Behavior: Docking ports rotate (e.g. 180*) or detach completely when a new part is attached or the spacecraft is attached to another one via workspace merging. Steps to Replicate: 1. Build a simple rocket 2. Save it as a workspace 3. Start a new spacecraft with a docking port 4. Save it as a workspace 5. Merge the two worspaces 6. Intentionally rotate the spacecraft using WSAD 7. Attach it to the rocket 8. Bam! The docking ports are now inverted. Fixes / Workarounds (if known..): Rotate the docking port for the own need (is annoying with multiple docking ports)
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I noticed a bug where Iose commnet connection after undocking, if I keep it undocked and quicksave, then load the save the commnet connection is restored
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Recalling the struggles I had in the past to learn how docking worked back in 2013, I thought it might be a good idea to make a video tutorial giving some tips for whoever may need it. Close to the end the Kraken decided to come and visit too! I hope this can help in some way https://youtu.be/tzliZCIKquE
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After docking with another spacecraft the CommNet (even if not required from Settings) loses the signal and the ship begins to spin out of control. During launch, the next stage is launch the Escape Tower System: I press spacebar and works, but after few seconds, the ships begins to go out of the screen and loses the control.
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I built an Apollo-like craft with probably way too much delta-v to get to the Mun. Managed to get into a 20 km by 20 km Munar orbit and found no way to transfer crew, except via EVA. One kerbal EVA ejection later and I'm like, "OK, let's try undocking first." Attempting to undock results in a mission failure (or fission mailer?) but the craft is still in Munar orbit. I can reacquire the craft from the tracking station, but now the undock button is missing. I'm uploading a video example now, and should be viewable in a few minutes. So echoing others, where do we submit bug reports?
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Simple Cargo Solutions (CARGO) A request came up for just a couple of simple stockalike cargo bays.... and here they are! By zer0Kerbal, originally by @artwhaley adopted with express permission and brought to you by KerbSimpleCo Preamble by @artwhaley New From Axial Aerospace... A couple of parts to solve a hole in the stock lineup Parts Adds nine (9) stockalike parts to Kerbal Space Program Cargo Bays 0.625m 1.25m 1.875m 2.5m 3.75m 5.0m 5.0m (tall) Low-Profile Docking Ports Low Profile (LP) docking port size0 (Junior) Low Profile (LP) docking port size1 See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Axial Aerospace Ltd (AA/L) Suggests Axial Aerospace mods by @artwhaley WhimChaser (WHIM) Dreamer (DREAM) Simple Cargo Solutions (CARGO) LanderTek (LTK) by zer0Kerbal DaMichel's Cargo Bays (DMCB) DaMichel's AeroRadial (DMAR) DaMichel's Flat Fuselage (DMFF) DaMichel's Spherical Tanks (DMST) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) TweakScale Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Either 3 Module Manager Module Manager /L Either Firespitter Core Firespitter Tags parts, variants, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @artwhaleyfor creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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I have a mission to "build a new unmanned probe...". My plan is to make a spaceship with one kerbal and an unmanned probe attached, so that I can position the satellite and bring some science data back as well. But when I reach the designated orbit and have the unmanned probe un-docked, the mission requirement "build a new unmanned probe..." is still not fulfilled...... The probe has everything required (probodobodyne, solar panel, antenna). And if I remove the kerbal before launching, the "build a new unmanned probe..." is immediately fulfilled when the spaceship is on launchpad. Is this a bug, or I have to launch it with no kerbal to satisfy the "unmanned" requirement?
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H.A.D.D Hatches.Airlocks.Doors.Docking. A collection of place anywhere doors to make it easier to build creations how you want them. Now updated to version 1.2.0 Models created by @TiktaalikDreaming@linuxgurugamer@SuicidalInsanity@ColdJ Available on Spacedock. https://spacedock.info/mod/2821/H.A.D.D?ga=<Game+3102+'Kerbal+Space+Program'> Has the following Licences due to being a collection of separate works. Creative Commons Attribution-ShareAlike 4.0 International Public License CC-BY-SA 3.0 Attribution-NonCommercial-ShareAlike 4.0 International By-Nc-SA-4.0 Changelog for 1.1.0 Re-did some textures, added lightup windows to all but 2 hatches. Added in 2 new airlocks, 1 hatch and 1 senior docking port. Added new light up, place anywhere, windows in round and rectangular forms and a glass dot that you can add anywhere you like. Created Docking collars and sleeves that are just larger than the 4 sizes so that you can add the collars to a ship and the sleeves to a space station and then dock like Thunderbird 3 does into Thunderbird 5 in the original series. Collar and sleeves have a light-up-able marker to show where the docking end is so that it is obvious if the building interface turns them around on you. They are both surface attachable so that you don't block your dock node when constructing. Hopefully improved the ladder colliders for the Side Hatch that has the drop down ladder. The senior docking port still needs refining for ladder so Kerbal is currently climbing out in thin air. Changelog for 1.2.0 Added 2 sizes of half cylinder fuselage doors to go on MK1 and Rockomax size tanks. They can be finessed to almost flush. Added a Sub Hatch for that underwater feel. Added a Star Trek/Wars style door that goes well on the side of Mk3 size or buildings. Added a 7 rung solid ladder with enough ladder collider overlap that you can have 1 per Mk1 fuel tank and be able to climb all the way. The gap between looks larger than the rungs but the Kerbal will keep climbing. Added a curved 7 rung ladder that goes roughly 2 5ths around a Mk1 and 3 of them together can get the Kerbal to go all the way around if you move in short bursts. Made changes to the Ships hatch after being informed that an error was being thrown up by 1.12.2 Removed the offending redundant module and went on to correct and rebuild the model. It is named the same but anything that already had it on a previously built craft will probably have it change orientation and the node attach has been corrected. Also now uses the Internal used by the other flat doors. @Caerfinon@Dientus@Astrion@TiktaalikDreaming@linuxgurugamer@[email protected]@Admiral Fluffy@Stormpilot@kerbiloid@adsii1970@BuranAce@HyperDraco@Kerminator K-100@Angel-125 and many many more
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One day after i viewed a video about soviet astronauts dock their space craft onto a space station which is spinning , i came up with an ODD idea: Dock a spinning spacecraft. RULES: 1 Ban mods ,cheating and glitches! 2 Post your picture about your dock. 3 rating points rules: 4; WINNING One have the most points wins! The First to Fifth will be posted on Praise list!!!
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Shielded PicoPorts (SPP) Adds shielded PicoPorts to Kerbal Space Program. Requires PicoPorts part addon. An original parts addon zer0Kerbal and brought to you by KerbSimpleCo Parts Shielded PicoPort Basic Shielded PicoPort Female Shielded PicoPort Male Shielded PicoPort Plus See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See [Known Issues][MOD:known] GitHub Pages : See Pages Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 PicoPort Suggests Either 3 Module Manager Module Manager /L ***NEW*** Inflatable PicoPorts (IPP) Docking Port Descriptions (DPD) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Supports TweakScale ReStock Connected Living Space Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
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Inflatable PicoPorts (IPP) Adds Inflatable PicoPorts to Kerbal Space Program. Requires PicoPorts part mod and Making History (DLC). An original parts addon zer0Kerbal and brought to you by KerbSimpleCo Parts Inflatable PicoPort Basic PicoPort Female PicoPort Male PicoPort Plus See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See [Known Issues][MOD:known] GitHub Pages : See Pages Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Making History (DLC) PicoPort Suggests Shielded PicoPorts (SPP) Docking Port Descriptions (DPD) GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Supports Either 3 Module Manager Module Manager /L Connected Living Space ReStock TweakScale Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks see Attribution.md for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
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The Aeris 4A is a reasonably capable SSTO spaceplane, able to do a Mun or Minmus flyby, or even go interplanetary with proper gravity assists. It can also dock with other Aeris 4A. How far can you take one? You could try to fly a single Aeris 4A but might not make it too far. However, using one as a fuel tanker is an option...
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Please, can someone check if this bug also happens for you? Have 2 heavy vessels (A and B) with biggest docking ports already docked, set the alignment for each port to extreme values (Amax- Bmax, Amin-Bmin, Amax-Bmin, Amin-Bmax), undock and redock (A+B). Does the whole vessel (A+B) break in two or more pieces?
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In my ongoing career, I've had a number of brushes with the Kraken when dealing with space stations. There are three scenarios in play: Docking. The Kraken strikes immediately after docking. The giant invisible tentacles wrap around it and shake shake shake until it falls apart. Undocking. As above, but on undock, and only one craft is directly affected (although the other might get damaged by flying pieces of rocket). Fuel transfers. This starts with a tiny insidious little vibration as fuel is transferred from one craft to another. Sometimes it stops if I quickly stop the transfer, at other times not. If I'm connected with the Klaw, setting Free Pivot may or may not help. Some hypotheses I've come up with: Scenario 1 happened with a long skinny station when I docked another long, skinny, but heavy craft to a port near its centre. Even though the docking event was at a low speed (0.6 m/s or so), the bump appears to have induced an oscillation along the length of the station, which then amplified into a full-scale Kraken attack. Possible solutions: don't make long skinny stations? If you do, don't dock heavy craft near their centrepoint? Scenario 2 happened repeatedly when undocking a heavy spaceplane from a station, or when undocking a cargo module from a heavy spaceplane. I believe I traced this down to excessive use of Autostrut to Heaviest Part. When I undocked, the heaviest part was removed, the autostrut reconfigured itself, and the rapid changes summoned the Kraken. Possible solution: don't use Autostrut to heaviest part, or only use it sparingly? Scenario 3 happened repeatedly in scenarios where I had a heavy craft docked to the station orthogonally and was transferring fuel between the two, which shifted the CoM laterally. I'm not quite sure what the contributing factors to this are, except that Autostrut to Heaviest Part certainly makes it more likely. What techniques are you aware of that would make stations less prone to summoning the Kraken, apart from being very careful when using Autostrut to Heaviest Part? Which geometries are more Kraken-resistant? How do you configure a station that has lots of docking ports to accept different kinds of incoming craft, but doesn't summon the Cosmic Dread Lord when large craft dock with it?