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Confused about brake torque and rover wheels


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probably so you can set the rear wheels to brake at a higher rate than your front wheels, therefore preventing your rovers from tipping over when applying the brakes because more brake force in the back means a forward pitching momentum thus pushing your front into the ground while breaking. if all wheels have equal braking force and they're symmetrically placed along the forward axis you may tip over your rover.

Edited by SanderB
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OK, I guess the questions wasn't as clear as I there. Why are the multiple setting per wheel. The RoveMax S2 has two sliders both labeled "brake torque".

Note: When I first asked this question, they all had 5. I tried putting only one wheel on and there were two, so I thought, one slider for each wheel but what is the fifth one for (and how do you tell which slider is which wheel). But after reloading the rover with the four wheels, there are only two (which is still not a obvious number to have).

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If you are using mods, you may have an older version of Module Manager installed. I believe the newer versions corrected it, but older versions would duplicate tweakables if more than one Module Manager was installed.

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If you are using mods, you may have an older version of Module Manager installed. I believe the newer versions corrected it, but older versions would duplicate tweakables if more than one Module Manager was installed.

OK, I was using module manager 2.6.3(?). I loaded without any mods and that problem was solve (only one setting per wheel).

But then I had another problem, in the VAB, it was showing about 3 pages of random (?) parts. The bar on the left that let you switch categories was missing. If you hit "Enable Advanced Mode", you could see parts by category, but the parts displayed wouldn't change when you changed categories unless you resorted them. And some of the categories were cut off.

So I started fresh. Then I found out that if I brought my old saves into an unmodded program, same problem with the corrupted VAB. In the end, it turned out I had a persistent file that had the problem in it. So I'm using a save from last week. Sucks a bit, but it works.

I had a problem last few days where the heat shield module on ship wouldn't show that cover between the heat shield and the coupler (you could see a gap between the modules, it looked like the capsule & HS where floating above the coupler). I had thought it was cosmetic and would go away when that mission ended. Maybe not.

So one question. Is any of this worth reporting to squad or are they going to feel it just too complicate (and the fault of mods anyway)?

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It'd not help to report this to Squad, the issue is how module manager changed your save.

Back it up and open it, and look for the line with modulemanager in it, that's pointing to a modulemanager tech tree file you don't have installed anymore.

Change the line to point to /GameData/Squad/Resources/TechTree.cfg and it'll work again.

Ie:


CAREER
{
TechTreeUrl = GameData/Squad/Resources/TechTree.cfg

Edited by sal_vager
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It'd not help to report this to Squad, the issue is how module manager changed your save.

Back it up and open it, and look for the line with modulemanager in it, that's pointing to a modulemanager tech tree file you don't have installed anymore.

Change the line to point to /GameData/Squad/Resources/TechTree.cfg and it'll work again.

Ie:


CAREER
{
TechTreeUrl = GameData/Squad/Resources/TechTree.cfg

Change the one that says....

"TechTreeUrl = GameData/ModuleManager.TechTree"

?

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