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Struts and lag.


Tw1

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Struts. The company that makes them must do very well out of our spacecraft designs.

Exept once somethings not experiencing the stress of launch, the amount of struts needed is not so high.

Would removing the struts (Via KAS's detachable part code) have any benefit on lag?

It would be possible to reduce the part count substantially, but this would be a waste if there was no lag reduction.

So, do struts add to lag?? Yes/No?

Edit:Conclusion: Yes. Strut with care people.

Edited by Tw1
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Yes they certainly add to lag

If you run the struts from elements that will be jettisoned to the parent/terminal craft, the terminating strut nubs will disappear after a quicksave/quickload

Another option which may be available is running struts between purpose mounted decouplers which are likewise jettisoned once the launch stress is over (but before circularization so you don't make a debris cloud).

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They are used in the calculations then? Removing them will benefit?

In this case, I needed them all the way, this thing had to land on the Mun intact:

kfXXn7G.jpg

Looks like that clearing them will be Jeb's next task...

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They are used in the calculations then? Removing them will benefit?

...

Are you genuinely surprised or are you just trolling? Of course they are in the calculations!

Physics calculations are a combination of all internal and external forces ranging from mass, thrust and gravity all the way to drag, lift and the connections between parts. Struts make your craft more rigid, they add strength between parts. In order to do that they must be in the calculations.

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Neither. Someone on another thread claimed they didn't really count as parts, I wanted clarification.

My plan to pull them of by adding the KAS removable part module has hit a snag..

The parts aren't coming of.... Hmm..

Edited by Tw1
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The problem is that people always just stick 100's of struts on randomly, which is stupid and inefficient. Try using a triangular cross pattern of 2 struts instead of just sticking loads of them on at random, it'll cut your part count and increase FPS.

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So, innovative idea.

I might adjust the part's temperature endurance, make it really low, then all the struts will blow up due to overheating next time I load that thing.

or just edit the persistence file to remove all instances of strut parts from the ship you're wanting to clean up. I mean, since you're talking about editing files anyway...

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or just edit the persistence file to remove all instances of strut parts from the ship you're wanting to clean up. I mean, since you're talking about editing files anyway...

Nar.

3XlrOzU.png

Takes too long, too fiddly..

GOmmLS7.png

Bye physics, hello FPS! Hopefully, Jeb will be able to pull these of when he gets back from Mt Toprock.

6TcPwQX.png

I'm quite pleased with how that worked. I now have spare CPU power for when it comes to resource delivery, and launches.

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Neither. Someone on another thread claimed they didn't really count as parts, I wanted clarification.

Struts have no mass and no drag, but if they would not be used in the physics calculations (wrt strength and connection positions of the struts) then they would not make the vessel more sturdy...

Maybe it's just me but i think 0.211 requires fewer struts than previous versions.

It might not be noticeable with very large rockets, but i find that medium sized rockets (1st stage thrust equivalent to 1~2 mainsails) fly very stable with fewer struts than in previous versions of KSP. It's probably due to the new SAS being more gentle.

Edited by rkman
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Jeb greets you from the now strutless Mun base!

Now quite a pleasant environment.

ijtPVOG.png

He has an announcement to make!

j0fIRh9.jpg

"I swear to never strut binge again.

Strutting excess will only lead to headaches later. Remember, strut your stuff responsibly.

This message has been sponsored by strutaholics anonymous.

Also, physics warp is now banned within 2.3 Km of these structures."

Well, I think that wraps up this thread.

Edited by Tw1
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