jjpenguins66 Posted September 20, 2014 Share Posted September 20, 2014 If that's Fineprint / Mission controller then I think they would have to do some kind of change themselves to support it. This mod has no relation to stock wheels at all so thats probably why it isn't detecting them.Thanks for clearing up that's what happens though, I was curious about that myself...Great, Thanks for the quick reply. I will look into the other mod.Take care. Link to comment Share on other sites More sharing options...
Kerbin- We have a problem Posted September 21, 2014 Share Posted September 21, 2014 Hi does anyone have craft files of pre-built vehicle? If so please reply to me with the download link THX! Link to comment Share on other sites More sharing options...
Kerboman Posted September 21, 2014 Share Posted September 21, 2014 So, I managed to build a coupe, but for some reason the back wheels keep putting out smoke even when I'm just accelerating in a straight line...Also, it likes to fly... Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted September 22, 2014 Author Share Posted September 22, 2014 Yeah the wheels do seem to smoke easier than they used to. Not sure if the grip in general has been reduced since earlier KSP versions or something. I might look into altering the threshold, or making it vary to the wheel chosen. Link to comment Share on other sites More sharing options...
Dead Pixel Posted September 22, 2014 Share Posted September 22, 2014 You should totally make a mod that just supports making sports cars. i mean, thats pretty much all i do in with this. and make semi's and role play lol. ksp parts are to heavy to do race cars and turn hard and quick, i think it'd be a huge mod if you did models and parts to support making... idk a corvette, a ferrari, a bugatti. idk. it'd be amazing though Link to comment Share on other sites More sharing options...
Wrench Head Posted September 26, 2014 Share Posted September 26, 2014 TT,Could you remake the jet VTOL please. "Oh and maybe a set of slick tires and a 454 with blower lol:cool:" Link to comment Share on other sites More sharing options...
MaxShadow Posted September 27, 2014 Share Posted September 27, 2014 Nice mod, there aren't many good rover mods out there. I really love those wheels, but there's one thing I dislike. The side wheels are too high when you set the Height to 0. That way any rover chassis touches the ground most of the time. It would be better if the 0 Height was lower, like at the same height as the attachment point, because if you set a higher height, the wheel arch doesn't lower, and that flying thing looks a bit weird. Link to comment Share on other sites More sharing options...
Noio Posted September 27, 2014 Share Posted September 27, 2014 This mod has made rovers enjoyable again. And I didn't think that was even possible. Absolutely fantastic. Link to comment Share on other sites More sharing options...
Aleksey-Forest Posted September 29, 2014 Share Posted September 29, 2014 Good mod, but lacks sound fx of running engine Link to comment Share on other sites More sharing options...
brusura Posted September 29, 2014 Share Posted September 29, 2014 (edited) Good mod, but lacks sound fx of running engine Yeah and I'd like also an option to shutdown and start engine, right now I have to disable fuel flow to make them stop...ah and make omniwheel height configurable in the vab Edited October 3, 2014 by brusura Link to comment Share on other sites More sharing options...
Tolos Posted October 13, 2014 Share Posted October 13, 2014 Anyone tried this with .25?I'd love to see this mod updated, I always miss this mod on my rovers after an update. Link to comment Share on other sites More sharing options...
Surefoot Posted October 13, 2014 Share Posted October 13, 2014 Works for me in 0.25. Link to comment Share on other sites More sharing options...
Camacha Posted October 13, 2014 Share Posted October 13, 2014 Anyone tried this with .25?I'd love to see this mod updated, I always miss this mod on my rovers after an update.Why haven't you just tried it? I did, and it seems to work all right. Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted October 13, 2014 Author Share Posted October 13, 2014 Only one update has ever broken MMW plugin. It took one line of code to fix it, lol.A lot of the "it's broken" reports weren't actually reading the instructions, as it used to be using the older mod format that needed installing differently. Doesn't now though. Link to comment Share on other sites More sharing options...
Guest Posted October 14, 2014 Share Posted October 14, 2014 Those wheels are amazing. Are you going to remake VTOL engines someday? I'm a fan of VTOLs in general, and I think they'd save me some finagling with complicated IR setups. Link to comment Share on other sites More sharing options...
Hellbrand Posted October 15, 2014 Share Posted October 15, 2014 \o/ this guy is awesome Any chance of a mk4 fuselage update? Link to comment Share on other sites More sharing options...
Tolos Posted October 17, 2014 Share Posted October 17, 2014 Why haven't you just tried it? I did, and it seems to work all right.Well, I moved and haven't been able to get my PC up and running as of yet.Hopefully I'll get it working this weekend and I'll know if it works for me.Thanks TT!! Link to comment Share on other sites More sharing options...
Lego8_bit Posted October 23, 2014 Share Posted October 23, 2014 TT is it possible to run this mod on .25 yet? Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted October 24, 2014 Author Share Posted October 24, 2014 TT is it possible to run this mod on .25 yet?Has been since release! Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 24, 2014 Share Posted October 24, 2014 (edited) \o/ this guy is awesome Any chance of a mk4 fuselage update?+1 and also the Mk3 parts too. all it needs is pathing fixes and that's iton that note i just took a look inside one of the MK4 fusalages .cfg folder (and it's folder structure) and i don't get why it isn't getting textures... it LOOKS like it'll work... but doesn't... i'd like to know what has changed so i can help out a bit if your busy TT Edited October 24, 2014 by AntiMatter001 Link to comment Share on other sites More sharing options...
Lego8_bit Posted October 27, 2014 Share Posted October 27, 2014 Has been since release!thanks for the notice Link to comment Share on other sites More sharing options...
TouhouTorpedo Posted November 1, 2014 Author Share Posted November 1, 2014 For Subscribers in here I thought i'd drop a link to another mod just released today:http://forum.kerbalspaceprogram.com/threads/98854-0-25-TT-s-SSP-MK2-NosePretty basic, just one part. But figured it was more or less essential if you make MK2 spaceplanes! Link to comment Share on other sites More sharing options...
RychschaX Posted November 4, 2014 Share Posted November 4, 2014 Out of curiosity, is there any sort of documentation/explanation for the various settings within the TTmultiwheel module? some of the things are rather obvious, like wheelRotationAxis and maxSteer, but I'm a bit less certain about stuff like steerFalloff, which I am reasonably certain is the reason why the game flatly refuses to let me cut the wheel to the side at high speed. Sure, there is little good that would likely come of that, but I might still wanna be able to try. I'm just not sure whether I need to lower ore raise the number if I want to lessen the effect that my speed has on my ability to turn the wheels side to side. Sure, I could experiment a bit, but KSP is already a bit finicky, and reloading takes a really long time... Link to comment Share on other sites More sharing options...
KerBlammo! Posted November 23, 2014 Share Posted November 23, 2014 Not sure if this is already known about, but the directionality of the omniwheels is flipped (left=right back=forward). It's not a massive deal and they are gob-smackingly amazing to me, since I like to make cylindrical landers mobile and this way I simply add 4 wheels with 4x symmetry and they magically turn to the correct heading (doing this with Infernal Robotics was laborious, to say the least). Another thing I noticed is that when you hook up two craft (with, in this instance, a KAS pipe) the one with omniwheels sinks right down on its suspension as if all of the weight of the now-single-entity craft was bearing down on them. Again, not a big deal, just something you might like to know. If you ever feel like making more space-ready-looking versions of them (pretty much just hubs that don't look like earth-bound truck hubs) I would love them even harder I pretty much only have the MM pack for the omniwheels - I'm going to be exploring the USI Modular Kolonosation system soon and they should come is so handy for positioning things. Putting them on robotic extenders to spread out the wheel base and make your lander (or whatever) more stable is also awesome Link to comment Share on other sites More sharing options...
keeper Posted November 30, 2014 Share Posted November 30, 2014 those lorry wheels are amazing fantastic thanks for updating, absolutely brilliant wheels Link to comment Share on other sites More sharing options...
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