Made MaxStrutLength work in the editor, and fixed its spelling.
Made MaxStrutLength work in the editor, and fixed its spelling.

--- a/GameData/QuantumStrutsContinued/Parts/QuantumStruts/quantumStrut/part.cfg
+++ b/GameData/QuantumStrutsContinued/Parts/QuantumStruts/quantumStrut/part.cfg
@@ -76,9 +76,10 @@
 		StartColor = 57, 146, 181
 		EndColor = 11, 29, 36
 		StartSize = 0.03
-		EndSize = 0.0025
+		EndSize = 0.015
 
 		Start = 0,0,0
 		Dir = 0,1,0
 	}
 }
+

--- a/QuantumStrut.cs
+++ b/QuantumStrut.cs
@@ -66,10 +66,14 @@
 		[KSPField(isPersistant = false)]
 		public float StartSize = 0.03f;
 		[KSPField(isPersistant = false)]
-		public float EndSize = 0.0075f;
-
-		[KSPField(isPersistant = false)]
-		public float MaxStructLength = 10f;
+		public float EndSize = 0.015f;
+
+		[KSPField(
+			isPersistant = false, guiActiveEditor = true,
+			guiName = "Max. Strut Length", guiUnits = "m", guiFormat = "F0"
+		)]
+		[UI_FloatRange(minValue = 2f, maxValue = 50f, stepIncrement = 2f)]
+		public float MaxStrutLength = 10f;
 
 		#endregion
 
@@ -283,7 +287,7 @@
 				Logging.PostDebugMessage(this, "Got transforms.  Checking for raycast hit.");
 
 				UnityEngine.RaycastHit info = new RaycastHit();
-				bool hit = Physics.Raycast(new UnityEngine.Ray(start + (dir * 0.05f), dir), out info, MaxStructLength);
+				bool hit = Physics.Raycast(new UnityEngine.Ray(start + (dir * 0.05f), dir), out info, MaxStrutLength);
 
 				if (hit)
 				{
@@ -368,7 +372,7 @@
 					Vector3 start = getTransform().TransformPoint(Start);
 
 					UnityEngine.RaycastHit info = new RaycastHit();
-					bool hit = Physics.Raycast(new UnityEngine.Ray(start + (dir * 0.05f), dir), out info, 10);
+					bool hit = Physics.Raycast(new UnityEngine.Ray(start + (dir * 0.05f), dir), out info, MaxStrutLength);
 					if (hit && IsEnabled)
 					{
 						if (Util.isValid(material))
@@ -387,7 +391,7 @@
 						lr.SetWidth(0.01f, 0.01f);
 
 						lr.SetPosition(0, start);
-						lr.SetPosition(1, start + (dir * 10));
+						lr.SetPosition(1, start + (dir * MaxStrutLength));
 					}
 				}
 			}