![]() ![]() You might have to change something if it's looking for files in say the main KSP directory, but that stuff is all in the config files anyway and would be easy to fix. ![]() Anyway, I see nothing in the configs that would prevent you from putting it into the gamedata folder and having it work. I often put in about three times as many mods I end up using and then removing them as I decide what I really want. 23 before, but pulled it because I wasn't using it. I also had (another) look at multiwheels. ![]() In stock form aren't fast.but then again cat tracks aren't meant to be. If you want speed, go to the end of the thread for the newest version, you'll see some updated config files discussed, give them a shot but be sure to use incremental throttle and don't expect a building sized vehicle to stop quickly Now, with a huge base attached to the back of that large set of cat tracks, I'm sure you wouldn't really want that happening. If you do and you take it to the Mun, the torque they provide will literally pull a wheelie and flip your rover over, Grover. Problems arise if you set them up to work on Kerbin's gravity. They don't have the torque needed for Kerbin, so if that's the only place you've tested them that's likely your problem. Once you get them off planet, they aren't "buggy" and work fine. The Tracks mod you're talking about really isn't designed for Kerbin transport. ![]() I thought I'd give you and the others a heads up. ![]()
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