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Toggle command pod torque?


brusura

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If you mean advanced s.a.s., "t" by default, it will "try" to hold your headingwith any controls possible. So if you have rcs enabled "r", it will use the jets to steady you. If you want just a burst of a.s.a.s hold "f". You can use it with or without rcs or main thrust.

Just don't expect a 20 torque large s.a.s ring to hold an unbalanced 100+ ton beast against the effects of gravity of a pendulum.

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I have never found such an option. My workaround is docking each component on the side opposite its command pod, then ejecting the pod via decoupler. You can then go end its flight if you don't want the debris hanging around. If you want to save its pilot, just EVA him into the station; I usually just erase them such that they may fly another day.

The Quantum Strut mod is also very useful; in my opinion they're too easy, but station wobbling is a major problem.

You could play like a real man and go to the part.cfg file for command pods and set rotPower to 0. On one hand, station wobbling probably wouldn't be a problem anymore. On the other, it'd be far more challenging (in space you'd rely entirely on gimbals and RCS) and realistic. A little crew capsule can't actually turn a ship around, at least not without a lot of electricity to provide a small amount of torque with a gyroscope. Maybe the in-game explanation is Jeb, running excitedly along the inner walls of the capsule, like a perverse, dangerous hamster wheel.

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Hehe lol at hamster Jeb :D , thanks for the hint Ringer I could actualy make a second version of the pod one with with rotPower set to 0 and use it as I need, I also took a look at quicksave.sfs to see if I could change the behaviuor after the launch, but there are only things related to positions and resource or..... I could try distract Jeb throwing at him some nuts :D

Edited by brusura
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