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  1. Hello everyone. Everyone who as been playing the recent update of KSP probably noticed already: Wheels, particularly landing gears, are completely "weird" for lack of a more specific term: They bounce up and down magically or cause an aircraft to "dance" left and right for no apparent reason. If no breaking is applied, they roll on and on without any friction affecting them. You can even gather magic momentum by simply applying reaction wheel force... Like other mentioned, we are waiting on Squad team to get back from their well deserved vacations an properly fix them. But is there anything that can be done in the interim? I tried tweaking the in-game wheel related parameters namely, friction control, spring strength, damper strength and braking force without much improvements. So I am asking here: Any modder working on or testing wheels parameters? Looking at the "GearSmall.cfg" file from the "[KSP folder]\gamedata\squad\parts\wheel\landinggear\" we can spot a lots of parameters. In the main section: breakingForce=50, breakingTorque=50. Then some "Module" section as well which seems to be related to suspension and tension properties: ModuleWheelBase, ModuleWheelSuspension, ModuleWheelSteering, ModuleWheelBrakes... Aside from the "frictionless" problem, the dancing suspension makes them nearly impossible to use for an aircraft...
  2. 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
  3. 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".
  4. 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!
  5. 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!
  6. 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.)
  7. 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....
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