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Found 27 results

  1. KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( ) Issues / bug-reporting: Report all issues through GitHub ( ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: KSPWheel (included) ModuleManager (included) Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( ). Images, screenshots, examples: Change log: * Full logs -- Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling support is WIP - scaling powers are not finalized (motor, mass, speed, load, etc) * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Add a selection of helicopter style rotors. (custom KF plugin support, modeling, configs) * Add a selection of airplane style propellers (custom KF plugin support, modeling, configs) * Add a selection of VTOL / airship / hovercraft style ducted fans. (custom KF plugin support, modeling, configs) * Add alternate and optional 'ICE' engine handling -- uses lfo/ox/intake air, with torque curves and gearing more suitable to an ICE engine. (KSPWheels) Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( ). This mod includes and redistributes ModuleManager under the terms of its own license. Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts. @TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements: @lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support. @Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup. @LitaAlto - for the spiffy new high-res KF logos @BahamutoD - for the Adjustable Landing Gear assets and concept. @damerell - for sanity checking on physics and math in KSPWheels development. @blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!).
  2. What's the best way of getting science from celestial body? The answer is DRIVE! What's the best way of delivering ore or supplies from distant location to your base? The answer is make your wheels rolling! But did you try to drive for 110 km for two hours, avoiding obstacles (screw you Mun Highlands) and keeping your speed in sane limits? Well I did! And that was boooooooring! And who wants to be bored by super crazy explosion simulator called KSP? I guess no one! Well, no more boredom! Bon Voyage is here and it will drive your rovers in background! Kerbal stories Chapter 1: Fast and Furious Chapter 2: Around the Mun in one munar day Legal Information: Superb "Bon Voyage Pathfinder" model was created by @Enceos and is licensed under CC-BY-NC-SA 4.0 Cool and colorized app launcher icon made by Madebyoliver and licensed under Creative Commons BY 3.0 Source code is licensed under GPLv3 How it works: I don't know.... I honestly don't.... OK OK, just kidding. Rover must be landed It has to have BonVoyage controller aboard, seek in Control tab All rover wheels must be intact At least four of rover's operable wheels must be on the ground Rover must be landed Rover will move with average speed varying from 50% to 70% of wheels max speed To start moving your power production must be at least 35% of wheels max consumption Rover can be solar powered Rover must be landed Rover can have alternative power source(RTG) If rover cannot move without solar power it will idle until Sun is 5 degrees above the horizon There must be a clear straight path to target not anymore...heheheee ROVER MUST BE LANDED!!! How to: Add BonVoyage module to your rover (seek in Control tab) If you have MM installed, then Malemute, Karibou, Buffalo, ARES and Puma cabs get BV automatically, no need to use additional part. Launch your rover If you're just playing with BV and launch a rover at KSC, then at start your rover state will be "Prelaunch", BV won't work at that state. Move your rover a little so that MET starts ticking and then BV is ready to be activated Right click on BonVoyage module (or rover cab in case of Malemute, Karibou and Buffalo) Click "Pick target on map" or "Set to active target" if your active target is some ship landed on the same celestial body Path finding may take some time, be patient. Before BV is activated you can go to map mode and see built route for inspection, it won't be shown later, you're warned If path was not found in ten seconds it will break, try some closer point Click "Poehali!!!" Go to tracking station...or launch a new vessel...or do whatever you want... ?????? PROFIT!!!!!111oneoneone Some math: Power requirements calculations are really simple. Let's say you've built a rover on Malemute chassis with six Malemute Modular Wheels, each of 'em has max power consumption equal to 3.5. This means overall max consumption is 3.5 * 6 = 21. BV "requires" that your max power production is equal to 35% of max wheels' consumption 21/100*35 = 7.35 EC/s. So if your solar panels and/or RTGs provide 7.35 electric charge per second, then you're good to go. Your rover average speed will be 70% of wheels' max speed. In case of Malemute Modular Wheels it will be 35/100*70 = 24.5 m/s. Of course 7.35 charge per second is not really easy to achieve in case of rovers. What other options do you have? The answer is pretty easy: shutdown motor on two of your wheels. This will reduce power requirement to 3.5*4/100*35 = 4.9 EC/s. But beware that your rover average speed will fall to 60% - 35/100*60 = 21 m/s. If you disable two more wheels, then you power requirement will be just 3.5*2/100*35 = 2.45 EC/s, but average speed will fall to 50% - 35/100*50 = 17.5 m/s. That's it for now. I plan to make average speed vary according to gravity of celestial body and mass of rover. If you can propose some better math, then do it Wanna wanna wanna: Source code on GitHub Spacedock Bonus: Victims of the alpha test. Not for the faint of heart. Sponsored by HyperEdit(R) Changelog: Known issues:
  3. Hello. I recently recieved a contract to make a outpost on minmus with wheels. I have created two segments that will combine to make the outpost. But when I was testing if they would dock correctly half of the wheels broke when they did dock. I quickloaded and this happens every time. Also I do not have a lvl. 3 engineer so I cant repair them. Any ideas on how to fix this?
  4. KSPWheel - An alternate physics-based wheel collider solution for Kerbal Space Program. This is not a parts mod. It does not add new parts to the game. It is useless by itself. What it is, is a new Wheel Collider component, and a set of PartModules to enable its use on stock-rigging-compatible wheel models. It is intended to be packaged as a dependency with other mods, similar to how FireSpitter / ModuleManager are used. What it does is provide a new physics-based wheel collider that is not subject to the limitations or performance constraints of the Unity5 WheelCollider component or the stock KSP PartModules. It allows for multiple colliders in a single model with arbitrary collider orientations. It uses a discrete spring/damper based suspension model that properly responds to changes in wheel loading (add more weight, and the suspension compresses more) (also now includes an optional auto-spring-calculation mode). Includes curve-based independently tune-able lateral and longitudinal friction calculations, configurable rolling resistance, accurate and configurable motor power use calculations, and configurable steering parameters. There is nothing here intended for end-user use. This plugin is an API and consists purely of functions and features intended for other mods and modders to use. This thread is intended as a centralized area for discussion of features and balance. DO NOT use it to submit bug reports. You may -check- with others to see if something is a bug through the forum thread, but if it turns out to be a bug, you -must- file a report through github; failure to properly file the bug report will result in the bug not being fixed. Downloads: Documentation: Bug Reports: Only accepted through Github. Include logs (KSP.log), screenshots if applicable, and steps for duplication or your issue will be summarily closed without response. Be polite, do the responsible thing, and file proper bug reports. Bugs reported on the forums will result in being reported to moderators for cluttering the thread and being personally ignored. Just don't do it. If you can't be bothered to submit a proper bug report, I'm not going to bother to fix your problem. Source: License: Source is licensed under GPL. Please see the accompanying license files, browse them at the repository, or view them on the web at: Legal / Other: This mod redistributes ModuleManager under its own license terms. KSPWheel is Used in the following mods (pm me to be added to the list):
  5. I built this Munar rover for a kolony I'm working on. Unfortunately, it randomly shakes until a wheel breaks. When I repair it, it shakes until a different wheel breaks. This repeats indefinitely. Here's the .craft file so you can try it out yourself - By the way, control from the docking port clipped into the top of the lander can. Also, some parts are "floating"; here's how I did it in case you're curious or mess something up -
  6. Hello, I am wondering what the most very basic setup for a wheel is - no suspension, no steering, just a free-rolling axel type thing. Currently I have like so in Unity: Click for zoom. Each wheel pivot object has a sphere collider. And the config: PART { name = Tantavan module = Part author = Tantares MODEL { model = Tantares/Parts/VAN/van } scale = 1.0 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1 attachRules = 1,0,1,1,0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False TechRequired = flightControl entryCost = 3500 cost = 1000 category = Pods subcategory = 0 title = VAN manufacturer = VAN MAKERSD description = WE MaDE THIS VAMN tags = VANS mass = 2 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 skinMaxTemp = 3400 heatConductivity = 0.1 thermalMassModifier = 1.0 vesselType = Ship CrewCapacity = 3 MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.075 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelBase1 wheelTransformName = WheelBase1 wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = True TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelBase2 wheelTransformName = WheelBase1 wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = True TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelBase3 wheelTransformName = WheelBase1 wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = True TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelBase4 wheelTransformName = WheelBase1 wheelType = MOTORIZED // setting this to true will override the radius and center parameters FitWheelColliderToMesh = True TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } } Unfortunately, in-game it does not work at all. The van is stuck in place and doesn't move, the wheels also do not spin at all. (I attached some thruster to push and try to get it rolling on the wheels). I am only familiar with two current mods and modders who do wheels (There are probably a lot more, but off from the top of my head I cannot think of any). @Angel-125 @RoverDude @Shadowmage ( I think? ) Sorry to tag you guys and drag in - but, the secret knowledge is elusive and I don't think many community members who know this are still around Can I put a powerful bounty here? If somebody helps me learn to do this, I will put out a Lunokhod!
  7. I am new to the forums so please let me know if I am doing anything wrong here. I have been playing KSP for a while now and have thoroughly enjoyed the game and the updates the devs have made to it. I love designing and building ships and vehicles, and this game provides one of the most fun ways to do it! One of the updates I really like is the auto strut feature; it keeps the ships stable while also keeping them clean looking. These days I usually play with mods, and I have recently been having a lot of fun with Infernal Robotics (IR). The other day, I was trying to build rovers with IR parts and suspensions (The stock wheel suspensions cannot provide the up and down wheel travel that I would prefer). I noticed that the wheel bases being locked on auto strut to heaviest part seemed to make any IR parts connected to them in some way either unable to move or cause any IR part movement to twist the rover parts violently. This was frustrating and creatively inhibiting for me. I found that other people were having issues with this, including the wheels' auto struts moving to (or failing to move from) different heaviest parts when docking/undocking craft, especially when using Kerbal Attachment System. This basically illustrates the problem that others and I are having: My primary question for Squad is, can auto strut locks on wheels and other parts be removed, letting us choose whether or not to auto strut the wheel bases? I like auto struts and don't think they should be removed. Perhaps the default could be to auto strut the wheels to heaviest part, but if advanced tweakables is selected the user can change it. I get that auto strutting the wheel bases to heaviest part keeps rovers from wiggling and exploding on undock when being carried in cargo bays, but is there a more elegant solution than locking the auto strut on the wheels? My secondary question is whether or not anyone has found a temporary workaround for this? I dabble in C and Visual Studio but I am new at writing mods for the game. I do not have Kerbal Joint Reinforcement installed and I am using KSP 1.2.2. I am using the latest IR build 2.0.10 from, and I have confirmed that the mod works properly when not using wheels. Here is what I have tried to do to temporarily get around this issue: 1. I edited the 'autostrutMode' values for all the wheels in the craft file, turning it from 'ForceHeaviest' to 'Off'. This had no effect. 2. I made the cubic octagonal struts weigh dozens of tons and attached them to the wheel bases with the hope they would auto strut to that part and not the rest of the craft. This did not work because of course the wheels could be auto strutting to only one of the several cubic octagonal struts on the craft. 3. I tried to add a new technology to the game and then change the 'autoStrutTechRequired' value in the physics configuration file. I thought that this might work for sandbox mode if a science career was started and then all but that tech was unlocked in the debug menu. I failed at this because I am not good at modding this game and could not even get the new tech added. I also don't know if auto strut is always on for the wheels even if it hasn't been unlocked by general construction. 4. I tried the fix proposed by J.Random in this thread: Putting his code into a cfg file in the GameData folder did not work for me. 5. I tried a basic patch using code suggested by Shadowmage in this thread: This did not work, but I am also not good at modding this game. Here are a few other posts I have been looking at: Thanks for reading my post and considering my suggestion! Please let me know your opinions and if you have found a workaround for this.
  8. I decided to try building a rover for the first time today, and I noticed that any rover I construct will turn to the right at the moment that I press W (forward). This is no matter what wheels or probe core I use. I downloaded a fresh new copy of 1.1.2 and continued to have this problem, even with some of the stock rovers like Rover + Skycrane and Prospector Rover (I don't see this problem with the Crater Crawler nor with the Bug-E Buggy). Now, this is not a continuous turn to the right - it is only upon pressing forward. For example, from stop, I will press W and the rover will begin to move forward and turn right about 15 degrees or so, and then if I continue to have W pressed, the rover will continue straight at the new 15 deg angle. However, if instead of continuously holding W I pulse W for one second pressed, one second unpressed, one second pressed, etc., the rover will go forward-right ~15 degrees, then forward-right another ~15 degrees, then forward-right another ~15 degrees...and eventually I am traveling in a huge circle, without ever hitting any other key but forward. This will happen even if I disable steering on each of the wheels. This will also happen if I try to create a rover with awfully misaligned wheels to see if it will drive left or affect it in some way - and it doesn't. The rover does the exact same thing, with no differences. I have tried this with a 4 wheeled and a 6 wheeled rover, and the problem seems more pronounced with a 6 wheeled rover. I have tried it on completely flat terrain and I have tried to make sure the terrain was exactly the same for all wheels (driving on the runway and in the grass around the KSC). I tried downloading a fresh new copy of 1.0.5 and this problem was no more. The rover drove as straight as could be. I even tried to create a new rover with misaligned wheels again, and even this horribly asymmetric rover ran 100% straight. So, this seems to be a problem with some release after 1.0.5 (I do not know which release because as I mentioned before, today was my first ever trial with rovers). Does anyone else have this problem with 1.1.2? This seems to me to be a pretty significant bug. I am running Windows 10 64-bit. I've tried KSP 1.1.2 in 32-bit mode and 64-bit with the same problem.
  9. On Minmus, even the simplest rovers are uncontrollable. I'm using stock wheels. When I attempt to go forward, I go backwards, Yes, before you ask the obvious, I've set the context menu correctly so the wheels are to go in the proper direction. I've tinkered with the Traction and Friction controls to no avail. I've tried various combinations of powered back wheels and no-power front, and powered-front, with no-powered back. I've tried making the wheels steerable and non-steerable. Even going 2 kph, I can flip the vehicle. The wheels lack traction, or friction, or whatever and just skitter around. Is there a mod with decent wheels? Stock wheels are crap require some fixing. Note: I'll post screenshots when I fire up KSP after my rage-quit simmers down.
  10. The new wheels are giving me some trouble fixing the rover on a slope. The slope is not all that big (5-10 degree at most) but my heavy rover slides down even on brakes. Even when the wheels are perpendicular to the direction of slope... even when landing legs are lowered. The slide always happens as if the rover is standing on ice. (this all happens on Eve). I tried playing with wheels set up, but no amount of tweaking the traction or friction, etc could not prevent the slide. Is it by design? Basically all I want is to make sure that when I enable the brakes the rover would remain still. Is it impossible on the slope now?
  11. I tested each part of my rover and they all worked fine until I had them all connected, It consists of 5 parts 1 inner module with 2 identical rovers at each end and a pair of running boards or connectors holding them together. The main issue being that the whole thing flopped and bounced about until all the wheels were busted bar the inner mining module which was fine and didn't bounce about at all. The whole vehicle was launched as one vessel but it just went crazy flopping like a fish until all the tires were popped. This is my rover for the sake of so you can see what I mean and how it's built in case that helps any. any help or advice would be helpful. The wheels are from Buffalo and the inner module is EPL. The wheels are mounted to IR parts but I haven't had trouble with the wheels being mounted on them until I launched the vessel with module and the Rear cab attached. Any advice would be appreciated. Edit : The instant I docked the cab to the smelters All the tires popped at once. And the two cabs connected by the two running boards could drive just fine but then would suddenly have the tires all take their turn to pop within 2 seconds. I was watching the wheel stress and it showed no sign of high stress though the bounced like they wre running over something despite being stationary. I will note the two smelters are using the same wheels and they haven't popped.
  12. This is just a tip for people who might be having the extreme frustration I was having. If you get a mission to build an outpost and it has the requirement "the outpost must be on motorized wheels" and it's not getting met, try driving around. I was testing my mobile base at KSC and the requirement wasn't getting checked off, even though the base was clearly on wheels and very mobile. I decided to drive off the launch pad and tour around KSC to see what happens, and as soon as I left the launch pad, the requirement got met. Hope this helps somebody.
  13. Seriously, I thought 1.2 was supposed to make wheels work, but it feels like a big step backwards. I figured out how to overcome the torque and SAS issues in previous releases, but now I am having these darn issues again! And with a very simple 4-wheel rover on the Mun! If I can operate a rover on Minmus without flipping it, why the heck can I not get it to work on the Mun before it just spins out of control and flip. My basic design disables steering and power in the rear wheels, and leaves the front two wheels as the control point for that. I again disabled torque and SAS, but that doesn't matter. The rover wheels just spin out and flip the probe. So what am I doing wrong? They're acting like frickin' sleds. Is there a video or tutorial which teaches you how to adjust traction and when to override vs leave on auto? So frustrating. Thank you for any pointers and videos you might know of. I watched a lot of Scott Manley's stuff, so if he covers this specific topic, please point me there.
  14. Anyone else have the problem of having a 4x4 rover wheel but it seems that 3 wheels roll faster than that single one and it makes the rover circle until it points at a certain point and drives straight all the way? I seem to have that problem with my rovers. Even in a 6 wheeler.
  15. I built this Van looking thing and I put the Xl3 rover wheels on it because the other wheels would be too small.It was working just fine when I put them on (I was able to turn easily and go to speeds up to 25 m/s using the diff steering to make me go faster),but now I switched some settings to make my game run better and now the Rover can only go 5 m/s and I cant even turn the vehicle.I didn't mess with it to much except add some struts and maybe a few other things but I don't think it would affect the wheels. I understand that these wheels aren't the best for the game, but I cant use any other wheel because of how big the vehicle is.
  16. Hello, I am running KSP version with the mods BD armory, Hyperedit, Procedural Parts, North Kerbin Weaponry, Firespitter, and Community Ammunition Library. CAL and Firespitter are "coremods" to have the BDA add-on North Kerbin Weaponry. I am encountering a very game - braking bug that is making it unplayable. Every time any landing gear (fixed, wheels, retractable) touches the terrain at all, the entire craft explodes, even when lightly touching down from a parachute, or dropping a couple of feet from launch clamps. Is there a way to fix this? I am also fairly certain that the bug doesn't come from the mods I have.
  17. I've been tearing my hair out trying to sort through the new wheel system and ran into a situation where wheels were not working. @Gristle generously provided me with some screenshots and it's clear that the new wheels are very claustrophobic when it comes to having things around them. If you have parts that are too near the wheel, they'll claim they're blocked. I've found a workaround, however. As you can see from the picture below, the wheels on the right are blocked while the wheels on the left aren't: How did I manage this? I cheated! I rebuilt the inflatable module on the left by setting all of its colliders to layer 26, WheelCollidersIgnore. The inflatable module on the right has not been rebuilt yet so the right side wheels are still blocked. Once I set the colliders to layer 26, the wheels decided that they weren't blocked. I've no problems rebuilding my parts to set their layer to 26, but I'm wondering if @nli2work or another modder has come up with a better way to unblock wheels.
  18. Evening, fellas! This topic has absolutely no contributory value to the community whatsoever (save for the obvious availability of morale support, and older versions of our favourite modifications.) While I applaud Squad's work in (finally) upgrading to Unity 5... Y'know what? They can keep it. I just downgraded to KSP 1.0.5., and brother, let me tell you... BEST. DECISION. EVER. Not only do all of my modifications work again, but I can actually land a plane on a runway without it exploding! Me! An airline pilot! What a true novelty! I can't wait to actually land on the Mun, again! I think, to celebrate, I'm going to build a big-assed black pickup-truck, and I'm going to go carve doughnuts into the face of Duna. Welp, anyway, that's all I wanted to share. Peace out home slices and brotein shakes!
  19. Who agrees that the next upgrade should return rover wheels behaviour to prior to 1.1.x? 1.1.3 is excellent... But for the wheels... The new wheels simply do not work... Maybe keep the new suspension, suspension is fine. But friction and grip... Total disaster...
  20. to keep it short... Why can't I climb a relatively shallow hill on Eve with a rover with ruggedized wheels? The rover weights around 19t (more like a truck) and the engine seems not to have the power to climb a miserably small slope... any ideas to go around this or rovers are simply dead from 1.1.x? Note: in a game version prior to 1.0.2 this rover truck climbs it without a problem
  21. Hi, I have a rover for which I used symmetry for the wheel placement. However, I cannot invert the motors individually and therefore the rover cannot really move. How do I configure the wheels individually and without the symmetry partner being configured too ? PS: Please dont tell me thats not possible because that would be ridiculously unpleasant for gameplay and construction.
  22. Obviously my own "stupidity" rating is on the high side... I've been trying (and failing) to piece together something understandable from all the discussion of landing gear/wheel problems in 1.1.2. Would some kind Kerbingineer please summarize it at a relatively simple (i.e., non-programmer) level? I have searched through a lot of the discussions on the forum, but I haven't found a post that explains it all satisfactorily. Specifically, I hope to find straightforward answers to these sub-questions: 1. I have heard that landing gear/wheel behavior has changed, apparently not for the better, in 1.1.2. Is this a bug, an intended modification of the game physics, or perhaps a combination (i.e., buggy modification of physics)? 2. Are all landing-gear type items affected? For instance, landing legs, aircraft landing gear, and rover wheels? Anything else that contacts the ground? 3. Is there a known workaround(s), patch, or recommended best practices to minimize/avoid the problems?
  23. FASTCORP is back, and it's back in style. Last updated Feb. 16th, 2016. FASTCORP proudly presents PimpWheels, a modified TR-2L with slick custom rims to show all your friends that you've got funds in the bank. Using InterstellarMeshSwitch, there's a grand total of 16 different rims for tricking out your vehicles, all in one low-impact part! Click the spoiler to see the catalog. Are wheels not enough? Want something else to show your friends you've got phat stacks? No problem! Just take out 100k from the bank, slap on your shades, and cruise downtown. PimpWheels comes with a special KIS-only part, a stack of bills worth 100k, for you to show off with. Cha-ching! Glasses are from Locob's Pro Props mod. Other Features ModuleManager config for adding a KashCorp Racing Wheel with PimpWheels if you have Rovers n' Roadsters installed. Download This mod redistributes Sarbian's ModuleManager and FreeThinker's InterstellarFuelSwitch, and includes their respective licenses. Download from Curse Download from SpaceDock - The new KerbalStuff! They are just getting started. Help them out! Known Issues Wheels cannot break. This is due to the way Interstellar Fuel Switch works. (Well, they do have a broken model, but there's no rim when it breaks. It's best to make them invincible.) Credits to Squad for the original TR-2L wheel. License CC-BY-NC-SA 4.0 Questions? Feel free to PM me
  24. So I just built and shipped a large tanker in my career game. Unfortunately, when I try steering, the wheels will not turn or rotate or anything. It doesn't roll down hills either. This is on windows in 64x KSP.
  25. Hello Everyone! First time poster, long time lurker! Did something change recently with the newer releases of KSP? For some reason my rover wheels and their steering is totally borked right now. My wheels only ever point inwards or outwards now when they were working perfectly fine before. If I invert the steering on the front axle, It just swaps the direction the wheels point on both sides. They used to both point the same direction prior to one of the updates. In both of these screenshots below, I'm trying to steer to the right hand side of the screen. Sorry for them being super wide, I play on a 21:9 monitor . Inward: Outward: I'm only holding right but the wheels point in opposite directions when they used to point the same before. Is there anything I can do to salvage this rover? I have a really nice mining / fuel outpost setup on the surface of Minmus and since I'm playing career, I'd rather not spend the resources sending another one. Please forgive me if this has been addressed before. But my search results on the forum wasn't returning any useful results. Any help will be greatly appreciated. Thanks. LeChuck