[0.2x.x] Quantum Strut

This will add Quantum Struts to your game! Makes docking more stable!


-Fixed the quantum core not working in 0.20
-Updated for 0.20

If anybody would like to continue working on this mod, please feel free to do so. I’ll most likely release a compatibility update for 0.22, It DOES work for 0.21.1 which is why I haven’t updated it(Not every update breaks mods, folks)

If you do continue my mod, please credit me for the original work. I’d also appreciate a link to your version so I can check it out.

This will add Quantum Struts to your game! Sounds cool right? But what exactly are Quantum Struts? They’re small devices that when powered harness a form of quantum locking to create a ‘strut’ from one point to another, enabling your docked vessels to connect to each other as though they had physical struts connecting them.

So what’s the point? If used correctly these will eliminate the wobbling of docked vessels. That’s right! No more wobbly space stations as you now have a way to add structural support to your pieces.

Quantum struts do of course require a small amount of electricity to function.


Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

Install the plugin and part(s)


62 Comments for “[0.2x.x] Quantum Strut”

  1. So cool dude awesome job can’t wait to use these!

    power5000 December 22, 2012
  2. Bloody Brilliant! Finally, something that will hold my stupidly big space-assembled monster rockets together!

    All I need to do now is find a docking port that will ensure the assorted stages are aligned perfectly, and I’ll be as happy as Larry!

    Tempest_Au December 23, 2012
  3. is it compatible with .1?

    Ronon101 December 23, 2012
  4. This… is… GENIUS

    Max December 23, 2012
  5. This is Great ! Awesome :)

    but i had some struggles when i try to use it. so here’s little tip from my experience:
    Though this Quantum Struts(QS) are good for stiffening the Space Station at orbit, it kinda struggles when launching. it grabs unwanted objects like SRB or Launch Assist Structures, etc. So it is nice to set custom action group to all QS, and toggle off just before the launching.

    After it is on orbit or docked with target, then turn on QS, and it is nice and good :)

    Thanks for making QS ~!

    Jamie Good December 24, 2012
  6. Ok what am i missing as I can’t find this in game anywhere I have triple checked that its installed and have look under every section in game but I can’t find this for the life of me!

    morpheus2n2 December 24, 2012
  7. This, this is probably the one thing in KSP I needed. Thank you!

    Vaesyr December 24, 2012
  8. They’re under the Utility tab, they look like linear RCS ports There are two different ones to choose from..

    BoJaN December 25, 2012
  9. This sounds awesome, but frequently crashes in VAB or when attempting to open launch pad. I’m using Rocketry and MechJeb, not sure if that’s affecting things.

    bac9 December 27, 2012
  10. so i download it, there’s a “parts” folder, know where that goes, same for “plugins” but what is this? a “source” folder? where am i supposed to put that??

    Andarnio December 27, 2012
  11. you dont need the source folder

    no namer December 27, 2012
  12. @bac9
    I haven’t experienced any crashes with this mod at all, but I have seen crashes with KW Rocketry in the past(before making this mod). You should try updating KW Rocketry and Mechjeb. Also make sure you’re running 0.18.2 as I have not tested it for previous versions.

    If you crash again, go to the forums and post your KSP_Data/output_log.txt; I’ll see if it’s related to Quantum Struts and if it is, I’ll fix it.

    BoJaN December 28, 2012
  13. This is buggy, like when i connected my two small spacecraft for a test, it wouldnt work, I had to align it within 5 degrees for it to latch. Then when I did get them to latch together, the struts had broken off and the quantum struts went berserk and broke what I had connected to the spacecraft. Also, make it so you can target certain struts, like the fuel transfer, target both and click “Latch” or something, that way it doesnt target randomly.(BTW the security check for human is stupid easy (a comp could do it) XD)

    Saneman December 28, 2012
  14. @Saneman
    I’m not sure what you’re talking about, what do you mean you had to align it? There’s nothing to align. They attach to the first part of the same vessel that they see, not just other struts specifically.

    BoJaN December 29, 2012
  15. Suggestion to actually put the forum post link in, instead of ‘read the forum’.

    RocketBob December 31, 2012
  16. Love the parts! Thanks for adding link. However, the Download link in KSPSP is not working, used the mirror so I can make sure my stuff is up to snuff!

    RocketBob January 1, 2013
  17. love this !!, quick question, would it be possible to create another part that act like fuel lines so you can setup fuel lines in space?

    germalto January 13, 2013
  18. I tried using Quantum Strutz on my monstrous interplanetary ship to Laythe by attaching them to the small trusses with an extra normal strut to strengthen the trusses, the quantum struts worked and stayed where they were, but the trusses they were originally attached to floated away without breaking the normal struts. I was now left with a half finished ship with a spiderweb stuck to it that laggs the sh** out of the game. I redesigned this part of the ship to not use the trusses, but then when I docked 2 2meter fuel tanks with a long 1 meter tank inbetween them and turned on QS, the 2 modules imploded on eachother and destroyed most of the ship.

    JoeBob January 19, 2013
  19. @JoeBob The tiny truss issue is something I don’t know how to fix, I have no idea why they do that and other parts don’t.

    As for the imploding, I’ve never been able to replicate it so I don’t know how to fix that either.

    BoJaN January 24, 2013
  20. REQUEST:
    Could you please add quantum fuel ducts?

    That would really be helpful for automatic refueling and fuel transfers on space stations!

    Yes, I know about fuel transfers, but I want an automatic system!

    ahd1601 January 24, 2013
  21. absolutely fantastic. They even work well as structural points for the rockets themselves! Great work!

    Scott Henley February 14, 2013
  22. Please consider adding more realism to your mod, I’d love to stop my stations wobbling, but wobbly parts looks less unrealistic than laserbeams. :( The ‘strut gun’ doesn’t even have a screen shot on the forum and barely two lines of text so idk if I want to try that or not as I know nothing about it.

    Kerbonominal Heavy Industries February 15, 2013
  23. Great stuff man, thanks a bunch!

    Tim Collins February 17, 2013
  24. Ok… so how does the strut gun work???

    Kriegswolf March 14, 2013
  25. does this work in .19?

    desepticon March 19, 2013
  26. i hope this gets added to .19

    Liam Simons March 20, 2013
  27. It doesn’t need to be updated. It works on 0.19 already.

    11JRidding March 24, 2013
  28. Loving this mod for my heavy lifters. Keeps the first stage rockets from wobbling and then I can disable the struts to discard them safely.

    MilesNoctis March 29, 2013
  29. Hey BoJaN, locob made some great models for the Quantum mods. Do you think you could talk to him and see if they could come as the standard models for these mods? Also, the quantum struts help a lot when making modular battle cruisers.

    TheTurkeyCop April 26, 2013
  30. Dude, this is amazing!!!! These quantum struts are extremely useful for constructing space stations and large spaceships!!!!! Thanks for making this mod!

    rdude71 April 28, 2013
  31. pnly to make it not flobbing lobbing? ):l grrrr

    joey baltus May 4, 2013
  32. I can’t find the core… what’s going on?

    Alexander Davenport May 23, 2013
  33. The Strut Core (ASAS looking thing) doesn’t show up for me either….?

    bigdad84 May 23, 2013
  34. I’m not seeing the core either, but the struts themselves seem to operate fine without them atm. :)

    qev May 23, 2013
  35. Updated for .20? Where are the Quantum Cores?

    Every single station I have uses quantum cores and none of them can be loaded until this is fixed.

    Spektyr May 24, 2013
  36. Open the core’s config file.
    Where it says ‘module = part’ change it to ‘module = Part’ (with a capital letter P). It should work now, at least it does for me.

    Raketenwissenschaftler May 24, 2013
  37. There is still a problem with the core, the activate dosn’t work and the debug log gets filled with messages like this:

    MissingFieldException: Field ‘.Vessel.isEVA’ not found.
    at QuantumStrut.QuantumStrutCore.OnUpdate () [0x00000] in :0

    at Part.ModulesOnUpdate () [0x00000] in :0

    at Part.Update () [0x00000] in :0

    Greg Harris May 24, 2013
  38. Thanks for the feedback guys, I’ve fixed the problem. I rebuilt it with the latest binaries and the core now works again.

    BoJaN May 24, 2013
  39. Where do you place the “Source” folder in the new folder system?

    In addition, great mod(s). :D

    Ash Witala May 25, 2013
  40. Ignore my above comment, sorry.

    Ash Witala May 25, 2013
  41. How long is the Quantum Strut and the Gun in meters? Can’t be longer? Would be useful in big stations.

    Alfred May 26, 2013
  42. They have the same range as stock struts, which is 10m IIRC.

    BoJaN May 26, 2013
  43. Nice work, as always! :)

    Spaceghost May 26, 2013
  44. This is my favorite mod, thanks so much for developing it. Is there any way you could make your source models and materials available as well? I’m creating a mod that will need to do some similar things and it would be nice to have your complete source to figure out how Unity/KSP works.

    Chris Lafferty May 30, 2013
  45. I have noticed a bit of a weird interaction between Quantum Struts and (so far) RemoteTech parts. If a Quantum Strut beam intersects an RT communications dish it causes the entire vessel to begin accelerating. If the strut connection is asymmetrical it will also torque the vessel and usually tears it apart. No idea what that’s all about. XD

    qev May 30, 2013
  46. what exactly does the quantum core do anyway? The struts all seem to work just fine without it.

    cainfortea June 2, 2013
  47. Does anyone know what the quantum core does?

    Joshua Maleszewski June 26, 2013
  48. Okay so I was playing around and found out what the Quantum core does, go eva and fly to it it’ll give you and option to place Strut, you can place it anywhere on the ship from one point to another. Hope this helps amazing mod:)

    John Edgington July 5, 2013
  49. I just tried this, this morning and it works like a charm to keep the rocket straight.
    Thank you so much!

    Gary Parkin July 7, 2013
  50. The Quantum Strut Core, does not seem to work for me in 0.21.1

    I keep clicking activate but nothing happens :(

    bigdad84 July 26, 2013
  51. Love this mod, so useful for building a large spacecraft in orbit, shame it hasn’t been updated to 0.21.1 :(

    Sean Hickey July 27, 2013
  52. love this mod, cant wait for it to be updated for .21.1

    joey trohimczyk July 27, 2013
  53. Looking forward to this being updated! This is an essential to any KSP modpack. Thanks!

    Nuin July 28, 2013
  54. Hmm, it throws some errors but otherwise works fine for me.

    Yankee August 2, 2013
  55. hope it gets updated soon, not working for me either, i get the activate option but beyond that nothing. Was looking forward to building my space station again.

    jscheiben August 2, 2013
  56. Anyone capable of updating it, or any link to the official thread so we could contact the author?

    Korb Biakustra August 5, 2013
  57. Well I have quantum struts in 0.21….i didnt get it from this back…but im not sure which pack they came in. Cus i have struts and strut guns. I’ll report back if I figure out what pack it they came out of

    Corey Jones August 5, 2013
  58. nevermind they did come from this pack. I’m using them all over the place from this same download. Works fine

    Corey Jones August 5, 2013
  59. I’ve been using them since 0.21 was released and haven’t had any issues… I’ll update when they break.

    BoJaN September 5, 2013
  60. I just installed it on .21 and my ships won’t turn if I have any quantum struts in place. On or off, doesn’t matter.

    cainfortea September 16, 2013
  61. My game (V.21.1) has been incredibly laggy and has poor frame rate in flight mode with as low as 30 parts to a vehicle (and no other vehicles around.) I was looking through the files and saw that NullReferenceException is being spammed during flight. After some searching, I think it is being caused by the Quantum Struts. Is this possible and could it cause lag? Also, does anyone know how to deal with this if it is a problem (preferably without getting rid of Quantum Struts)?

    BMWwolf September 18, 2013
  62. It is possible but I haven’t seen that myself while playing, I’ll do some testing when I have spare coding time.

    BoJaN October 8, 2013
  63. Has anybody gotten quantum struts to work on .22? I install the mod but I can’t find it in the tech tree or the parts are in the vab. Any help would be appreciated.

    Matt Bryant November 3, 2013
  64. Disregard my last, you open the .cfg file with a text editor and add the following text under where it says Editor Parameters, save the file and load the game. The Quantum struts will be under Basic Rocketry.

    Matt Bryant November 3, 2013
  65. Damnit, forgot to say what text.

    TechRequired = start
    entryCost = 0

    Matt Bryant November 3, 2013
  66. thanks,
    TechRequired = start
    entryCost = 0
    worked for me.

    I love this mod, mainly for building things in orbit. It is Space Glue.

    Daniel December 1, 2013
  67. I applied the above patch to the part.cfg files. Things seem to work… sorta…

    My log keeps getting flooded with the following:

    [EXC 10:19:58.389] MissingFieldException: Field ‘.FlightGlobals.fetch’ not found.
    [EXC 10:19:58.390] MissingFieldException: Field ‘.FlightGlobals.fetch’ not found.
    [EXC 10:19:58.545] MissingFieldException: Field ‘.FlightGlobals.fetch’ not found.

    I really hope this addon gets updated… I have two stations that are barely holding together without this.

    Paul Kidwell December 28, 2013
  68. I just tried building a new ship. I had alt-f2 open and it immediatly flooded with the “[Exception]: NullReferenceException: Object reference not set to an instance of an object” message the instant the quantum core touched a spot it could be installed at. (before I even clicked to install it)

    Going to see if I can hack the .cfg file and fix the issue… (I could use a Rockomax sized core as well… hmmmm….)

    Paul Kidwell December 29, 2013
  69. With those kinds of errors, messing with the config might not be enough. I think the source code has to be changed and the mod recompiled. I spent weeks trying to figure out the Kerbal API just to fix this mod. Screw it.

    Yankee December 29, 2013
  70. The problem seems to be with the core. I’ve found that the strut gun works as advertized without cores installed.

    I’m not getting my alt-F2 log flooded with errors.

    I’ve replaced the central module of my station with one that has 40 strut guns and it’s holding things together nicely.

    I’m still hoping the author updates this. I’m relying on it for my station and my main ship.

    Paul Kidwell January 5, 2014
  71. on .23…

    I tried adding:
    TechRequired = start
    entryCost = 0
    to the part.cfg files. They now show up on tier 1 (start) on the tech tree. I can go in and research them but when I go to VAB they are unavailable. When I go back to SCI building they’re back to being unresearched!


    Justin Richeson January 15, 2014
  72. How to make it work (0.23):

    You need to edit 3 cfg files:
    \GameData\BoJaN\Parts\QuantumStruts\quantum Strut\part.cfg
    \GameData\BoJaN\Parts\QuantumStruts\quantum StrutCore\part.cfg
    \GameData\BoJaN\Parts\QuantumStruts\strutGu n\part.cfg

    1) Open them in Notepad.
    2) In everyone file find the line containing “// — editor parameters —”.
    3) Paste under this line:
    TechRequired = generalConstruction
    entryCost = 7800
    4) Save files. Make sure that you didn’t change names of files.

    Quantum struts will be ready for research at General Construction (where other struts can be found). At VAB they will be in Utility cathegory.

    dark_stuff January 27, 2014
  73. This is a link to a modified version of the addon to work with career mode. Its basically dar_stuff’s instructions. Extract to kerbal dir copy/replace/merge.!6Y53wbzZ!R0jrJ0l5SJ4jM3h5uLsV40gkK_XPQ7JBuqT72tspKeE

    James Hanson February 9, 2014
  74. Updated version with additional features including tweakables and KAS grab/attach available here:

    Christian Gerefalk February 27, 2014

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