May I introduce: The Elevator Car Inspired by the vehicle in the Thunderbirds of the same name: http://thunderbirds.wikia.com/wiki/Elevator_Cars This vehicle will do pretty much ANY heavy lifting, pushing, or ramming that you need done. It has 42 parts and weighs in at 5.17 units The main disadvantage is that it may not fit in your hangar. Imagine the other rovers being equivalent to a rather large car, this thing is more like a tractor/lorry. I've never pushed it to it's maximum speed, but it's rate of acceleration takes a big dip at around 18 m/s. It is capable of pretty sharp turns at that speed. Below 15 m/s it is nearly unflippable. Due to it's speed and stability it could ram the ship to the side. OR With it's 6 independent lifts it could simply drive under a side of the crashed sky crane and flip it over. Download: https://docs.google.com/file/d/0Bxo_6-ku3C0QRUZvYy0zRUZRUWM/edit Rear view Side profile The front lifts need to be raised in order to drive faster than 15 m/s, otherwise they bite into the ground and stop it. Performing a turn at speeds >20 m/s The 4 rear lifts extended. (Note, each one can be independently controlled) Jeb standing proudly next to the craft for scale. He is perfectly capable of getting back in, even if he looks like a drunken idiot while he does it. Finally if you do manage to flip the craft I have found the best way to re-flip it is to use a little tactic I call "The Break-Dancing Rock Lobster." Simply put you lower a few lifts while raising others, while skillfully mashing the gear key to make the ship spasmodically jump about until it land back on it's wheels. This is difficult on Kerbin and results in many many close saves. On the Mun it will be easier as sometimes the lifts will throw the cart off the ground, and this will be even easier in the reduced gravity. However, if all the lifts are extended they act as a roll cage, and effectively make the rover un-stickable. If you flip it it will just roll the rest of the way onto it's wheels. It will not give a single ****. I figure you could land it with a sky crane any where within a few miles of the base, it has 1650 battery and 4 generators, so it has nearly unlimited range. When you first try to flip the crane just fold up all the gear so the car has the smallest profile possible as you slowly approach it. Get the back lifts under it and hit the button. That should be able to get the crane on it's side at least so the trapped Kerbal can drop out. If that fails try the same with the front lifts. They aren't quite as tall but you could push them further under the crane to get more leverage. Finally, if all else fails ram it. Drive off a good distance, extend the front lifts and charge. When you are close enough to the crane lower the front lifts so they are straight ahead when it makes contact. When the job is done it could easily be used to push other parts of the base around assuming they don't have a way to move themselves, or if they didn't have enough fuel to go far enough you could land some pretty heavy structures on top with the lifts extended and cart them where you want them. I bet this thing could easily pick up and carry the hangar off of the rover that got stuck to it. That way you don't have to waste any of the hangar's fuel. Finally I recommend you use action groups to control at least the front pair of lifts and also control each side. If you just need to extend one you are probably doing fine enough work to do it with your mouse. EDIT: Sorry whoever tried to download it, I thought that it being open to the public was the default for Google docs. I've changed that so anyone should be able to download it. Also, I looked at your video again and it should be able to fit into the hangar fine, however you probably won't be able to attach it to one of the docking ports. I think it's not the right height. And if you do use it could you name it the G. Anderson? Gerry Anderson's the man who invented the Thunderbirds and he died just last December.