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  1. So I had a rover out in the paddock for testing. Sent a crew member out for reasons and something curious happened when he let go. Kerbal a few metres in the air, rover 10 of metres in the air. Tried again and same result. De-installed all mods tried again. Sure it seems to be random who will go higher the Kerbal or the rover but it's rare for neither to go flying. Rover is mk2 inline cockpit with some rovermax model 1 wheels. Am I doing something wrong or is this a somewhat humorous bug? Photos or it didn't happen so here is a couple of "Flights".
  2. Hello all, I'm having problems finding an in-depth discussion of the current issues with wheels/landing gear and how to deal with them. Could some kind person please point me to one if it exists or else post some advice here about how to get behavior more similar to 1.0.5 if it does not? Thanks!
  3. Perhaps the game needs some new wheels! Roller wheels! You know! They could help out with tons of stuff! They would look like such: Shorter than the ones on the U2, no need for that extension, but they should serve a similar purpose. More like this, but aircraft quality, not shopping cart quality. Something like this to assist craft as they land, or to help people making turboprops and such!
  4. 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.
  5. Dear Squad, I am having some major problems with the 1.1 update. The rover wheel block check seems too strict for me, as it has stopped most of my rovers from working. This is the Ok2Rov, which would have worked in 1.0.5. I needed to clip the wheels in slightly to make the rover fit in a service bay. However, with the new 1.1 update, the check for whether or not the wheel is blocked makes designs like this solid as stone. Can you please remove this feature, or make it less strict? (For example, only count it as blocked if the wheel itself is clipped into another part, and not the wheel assembly.)
  6. Does anyone know how to mod that the landing stop exploding? I tried this @PART[*]:HAS[@MODULE[ModuleWheelDamage]]:FOR[Squad] { @MODULE[ModuleWheelDamage] { @stressTolerance *= 4 @impactTolerance *= 4 //@explodeMultiplier = 0 } } That was not enough Are there more settings to worth setting.... Or is the bug in the code, and not something we can workaround? Just make the gear indestructable would be better right now....
  7. 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
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