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Bug+Workourand(Engine Plates, Engines, Locked Autostruts)


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Engines, Engine Plates, Locked Autostruts etc.

When you merge two vessels in the editor this might happen after seperation during flight:

https://imgur.com/a/6CzwGYi

The solution/workourand is to always open first in the editor the upper/highest stage/part of your vessel then merge the later stages/other vessels under it.(The grandparent autostruts go up and not down).

https://imgur.com/a/1Ne8p2E

Please report this in bugtracker :D .I made an account but i have no idea how to do it :P .

Edited by Boyster
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This patch will disable autostruts on the engine plates.

 

@PART[EnginePlate*]:NEEDS[SquadExpansion/MakingHistory]
{
    @MODULE[ModuleDynamicNodes]
    {
        @autostrut = false
    }
}

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Just now, Boyster said:

Will it also disable them on engines?Because i think thats the main issue here.

Yeah that's what it's doing.  They were nice enough to put a switch in the node switching module to disable the locked autostruts on the things you attach to the nodes.

I had a huge problem on launch where the engines would get displaced when the launch clamps were released.

 

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I tried it but the engines(not the plate) still have locked autostrut and the bug remains.I am gonna take a break, i spent almost an hour messing around with this bug :D .Tnx for the help, i might be doing something wrong with the module manager patch who knows :o .

Edited by Boyster
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3 minutes ago, Boyster said:

I tried it but the engines(not the plate) still have locked autostrut and the bug remains.I am gonna take a break, i spent almost an hour messing around with this bug :D .Tnx for the help, i might be doing something wrong with the module manager patch who knows :o .

It won't apply to ships you already have saved/in flight.  You'll need to remove the plate and put in a new one.

Edited by Geonovast
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