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Way to remove broken or "dead' struts?


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Is there a way to clear part count by removing struts that have already snapped?? I tried restarting and reloading, the leftover struts on the parts are still there.

I'm planning to make a big station and I am looking to reduce part count, It significantly affects performance

Edited by lyndonguitar
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I think you can just add the main controller without the colored "Lazor emitter" parts.

You might even be able to just add the Lazor module code to the the part file of the command pod.

But remember to add the plugin too.

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All you'd have to do (for simplicity's sake) is add one of the lazor controllers (the radial, or two stack variants) to the ship the kerbal would be on EVA from. No requirement that you use it's functionality or even turn it on in flight. Though if you wanted to avoid the parts entirely, I suppose you could go into your part.cfg's and find the appropriate MODULE{} lines to add to your command pods. That would probably still load the base functions though. I'm unsure of how you could just get the EVA part to load for kerbals though.

Such as:

MODULE
{

[INDENT]name = LazorSystem[/INDENT]


}

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I have only played with it once, but I think you first bounce a laser onto the part you want to weld and then hit the number two key I think.

Then bounce a laser on the part you are going to weld it to. I can't remember if you then have to do anything more?

You might need to hit enter or number two again.

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I have only played with it once, but I think you first bounce a laser onto the part you want to weld and then hit the number two key I think.

Then bounce a laser on the part you are going to weld it to. I can't remember if you then have to do anything more?

You might need to hit enter or number two again.

Yea, I did that, But I do not get the point where they weld, Does it is function like a strut? only invisible? or is it more of a radial attachment thing(like KAS) where you have full control?

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I think it is ether radial attachment or node attachment based on how the original part attached.

I need to go back and find if there is a way to move the part around with the Kerbal or if you can only move them with the Lazor robotic arms mod.

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You might be able to edit the persistence file in you KSP folder. It has a long list of your active vessels and then for each one of them, a long list if parts. If you can find the right struts you should be able to just delete the part information and get rid of them.

I would recommend using a new save to test it though... Unless you want to chance it... :P

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If you don't mind doing persistence editing, then you could go into the VAB and build that craft without the struts, and then put it on the launch pad and give it an indentifiable name and then quicksave (F5). Then, go into the quicksave file and find the craft with the dead struts and copy all of it's orbital data. Then, find the one on the launch pad and paste the data onto it. Then, go back to the other craft and change some number just so they aren't inside of each other on loading. Then, save that and then quickload (F9) and you should have the craft in orbit without any of the struts. Also, make sure you make a backup of the persistence file in case you mess up. It is quite the workaround, but it should work.

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Any editor programs that might help me accomplish this?

You can do it easily enough in Notepad, which is the default program for opening the save files. It's just a text file with all the craft information in it. I would use Ctrl-F to find the ship name as the file is very long... Unless you have a Mac, in which case I have no idea... :P

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You can do it easily enough in Notepad, which is the default program for opening the save files. It's just a text file with all the craft information in it. I would use Ctrl-F to find the ship name as the file is very long... Unless you have a Mac, in which case I have no idea... :P

yup, I know all about the editing, the problem is that its a big station with lots of dead struts in so it would be so hard to do, guess the best solution is to remake the station in VAB without struts and replace my station into orbit with hyperedit. and delete the other one, its not cheating anyway.

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IIRC, you can quicksave-quickload and that will remove the strut "nubs".

Nope. I already stated it in the first post

the strut stays on the first object it was placed into. on the second object it disappears after a reload

guess the only solution would be to only place the strut first on the expandable parts.

Edited by lyndonguitar
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guess the only solution would be to only place the strut first on the expandable parts.

This - apart from some other annoyances - made me relaunch my station core - placing the struts (the "starting piece", which will keep the "nubs") on everything I would jettison during launch or connect parts of my payload that would be decoupled for rearranging in orbit and placing the starting nubs on places I would not mind them staying - also they will add mass and part count still, so only when really necessary.

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