Okay so in the later days of .21 i decided to start modifying parts to better suit my needs. One of these projects was attempting to add thrust to wheels so that the rover sticks to the ground. i started by copying the engine component from the standard ion engine to the config file of the rover wheels but that didnt seem to work even with infinite fuel and hacked gravity. i am wondering if i did something wrong or does the game code not allow adding thrust to wheels as im trying to do. sorry for all the scrolling, these wheels have a big .cfg file PART { name = roverWheel4 module = Part author = Squad mesh = model.mu scale = 1 node_attach = 0.3093255, 0.322, 0.00, 1.0, 0.0, 0.0, 1 TechRequired = fieldScience entryCost = 5200 cost = 450 category = Utility subcategory = 0 title = RoveMax Model M4 manufacturer = Kerbal Motion LLC description = After years of outcry against the lack of proper powered wheels, a small startup company named Kerbal Motion was founded and delivered just what the public wanted - the RoveMax Model 1 powered rover wheel. Now with a vectored ion thrust nozzle to keep your rover firmly planted on the ground! attachRules = 0,1,0,1,0 mass = 0.09 dragModelType = default maximum_drag = 0.6 minimum_drag = 0.4 angularDrag = 2 crashTolerance = 14 maxTemp = 3600 stagingIcon = LIQUID_ENGINE crashTolerance = 100 breakingForce = 100 breakingTorque = 100 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 1.0 } PROPELLANT { name = XenonGas ratio = 0.1 } atmosphereCurve { key = 0 4200 } } MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 2.0 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 300 brakeSpeed = 1.2 impactTolerance = 200 overSpeedDamage = 120 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 0 rotateY = 1 rotateZ = 0 } steeringCurve { key = 0 16 key = 10 9 key = 30 2 } torqueCurve { key = 0 250 0 0 key = 80 100 0 key = 100 50 0 0 key = 120 0 0 0 } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp2-1 rotatorsName = susp2-2 } CONSTRAINLOOKFX { targetName = susp2-2 rotatorsName = susp2-1 } CONSTRAINLOOKFX { targetName = susp1-2 rotatorsName = susp1-1 } CONSTRAINLOOKFX { targetName = susp1-1 rotatorsName = susp1-2 } CONSTRAINLOOKFX { targetName = susp3-1 rotatorsName = susp3-2 } CONSTRAINLOOKFX { targetName = susp3-2 rotatorsName = susp3-1 } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = trackSteering } } }