This was **VERY** informative! I've been having a great deal of trouble trying to get my vehicles to drive over rough ground without 'beaching' themselves constantly, or just wheel-spinning in one place!
Thanks, do note that you won't have access to a lot of the functions I went through here as some got removed. The general principles are all the same though (and easier now that the game gives you an artificially lowered center of mass) :)
I'm really glad to see a fresh run though of some guides. some of the old guys i feel have lost thier roots of hleping new guys, im not new but i like seeing other's take on the game
I've seen that pattern with a few people over time. I think w4sted is still pretty good at explaining what he does, but it's not normally in a discrete video any more, often it's in one of him streams which can make the information hard to find. I love teaching in this format and the bits I do in my normal job so I don't plan on moving away from this stuff :)
Just found your channel while looking around TH-cam and I can't lie I'm addicted to your videos, just everything about it the content, your voice just everything keep up the good work dude!!
The rear tyres will steer appropriately when on normal (inverted from the front) I suppose some people may want that differently but the default will make pressing 'a' go left and 'd' go right, which makes sense to me :P
I did some testing and if you have more than 2 "axles" on your rover, every axle except the front will default to inverted steering. So if you have 2 axles in the front for steering, the second axle will default to inverted and point the wrong way. And by axle I mean a pair of left and right tires that are aligned horizontally across the axis of the rover.
Splitsie are they changing wheel physics? They'd better not break them -_- Hopefully you'll be able to have stacked wheels again or add blocks on them. You can only not do that when they're attached to a suspension for some reason...
Keen have talked about improving wheels, but I've not seen any more details than that. It'll be interesting to see what happens when they release them...
Thanks, just beware some of the settings that were available when I made this video are no longer available. Of the ones that are still there all the info I put in is still correct and in many ways some changes made to the game last year have made vehicles even easier to set up (they cheat their COM to be lower so that you can get away with more fun designs) :)
On the subject of low/no friction wheels: When combined with thrusters forward/backwards and left/right and a Gyro, 0% friction wheels make a very good vanilla(!!!) option to make hovercraft-esque grids. Feels absolutely amazing to use. Should give it a try!
I'd like to point out that, apart from the sim speed limitations of the game, smooth high travelling speeds would be unrealistic. I mean that in reality it is very hard to achieve off road speeds higher than 120Km/h. People often complain about the way wheels behave in SE, but should take in consideration that in most cases the game is simulating the physics of vehicles that weight thousands of kilograms traveling off road. Trying to drive any car in those speeds and on that kind of terrain would result in total destruction of the suspensions, as it happens in game.
That's a very good point, in single player the suspension behaves pretty well for me - this video is a pretty good example as I throw that little car around all over the place and it handles it fairly well :)
so very true a lot of real life car crashes involving totaled cars tend to have to high of speeds involved with why they crashed, yet people complain because this is a video game yet Keen has stated many times that they are trying to simulate real life physics and personally I think if your going to try driving at max speeds off a cliff you should have your vehicle destroyed , yet its funny how many people complain about that , but would they want to drive your real life vehicle that fast off a cliff no of course not but they want to do it in the game that is supposed to mimic real life physics.
Def need an update of this. Lot of them wheel settings don't exist anymore or have been simplified. But this is still one of the more detailed tutorials I seen on what the wheel settings mean.. least the ones still in game.
It's one of the one's that's been on my to-do list for a while. Having been talking with w4stedspace recently I think I might be almost ready to make it and feel like I'm providing useful info so hopefully I'll get around to replacing this one sooner rather than later :)
Transfer power to the front end at a 30-70 split. If you have a ton of axles then subdivide to account for them. The majority of your force output needs to be in the front to provide stability to the frame with varying traction off road. I still need to test to see if a hinge based trick can buff existing suspensions.
I remember when suspension wheels were just a mod, glad they finally made them vanilla... We were obsessed with making go-karts and needed them slammed to the ground... mainly for looks...
Invert Steering - Use this to get tighter turning circles and avoid rear wheel scuffing (pushing sideways over the terrain rather than rolling), particularly when you have a craft that has multiple wheels. With a four wheel set-up with front wheel steering, the notion is that the rear wheel will roll along like a trailer. When turning, the inside wheels should be rotating slower than the outside wheels however, the game mechanics don't seem to quite work like that because the wheels, even those not driving, seem to all travel at the same speed. To overcome this, set the rear wheels to Invert steering, but make the turning angle less than that of the front wheels. It will take a lot of trial and heaps of error to get it to work how you want and the actions will vary with speed. The Invert Steering is also what you want if you do set up your vehicle with rear wheel steering so that it operates like a forklift.
The rear wheels when set normally will turn the opposite direction to the front wheels, if you look closely at the start of the video my rear wheels have a small amount of steering that moves the way you'd want for tight turning at low speeds. I think three game picks front and rear based on centre of mass. The problem with this comes when you have more than 4 wheels and the centre pair turn as much as the others. Another problem with wheels that leads to the scuffing of the steering pair is the lack of Ackerman steering, the wheels responsible for steering should not both turn the exact same degrees, the inner side should turn slightly less than the outer. I think it could be an interesting challenge to build using rotors ;) Might also be fun to build a functional forklift :)
Yeh! My bad. You can see why I have no success with wheeled vehicles ^--^ But, if you do invert your rear wheels you can achieve some interesting crabbing movements in tight spaces. I did try the forklift idea once but found the blocks far to big to be of much use.
I guess a crane with forklift style wheels could be fun, but yeah, the blocks are too big for a forklift to work properly unless you build pallets to lift from :( I like the idea of crab walking, or if you invert them so you can spin on a point :P
Ideas for future wheel videos: gyros for steering vs wheels for steering. Uses for thrusters on wheeled vehicles (lift, traction, lateral control, braking). Fake hovercraft ( Zero friction, zero power wheels and thrusters/gyros). Parachute braking.
I had fun with the parachute braking when I first messed around with them, makes high speed much safer :) I might be able to test or demonstrate some of those things, once I come up with a way to test them...
building a mobile mining base, very long, alot of weight on front with 2 hinges to 40ish drills. jhad major issues with front supspension sagging under the weight, used a multiple of things including added str to front makign the middle 6ish wheels with less dampening to adjust to terain with rear at a higher str. this kept . works wonders, also added str buttons to various wheels inc decrease, so i can move the machine to level wheels if needed, like the front is sagging down and i need more suspension on front at times to reverse if needed.
It's a lot simpler now as a fair number of the options got removed in the update I mentioned in reply to your question about the defaults. I'm hoping to remake this video with the current options that are available soon, just going through remaking the beginner tutorials at the moment :)
Invert steering might not be useful for a conversational land vehicle, but for something less conventional it might come in handy. Say, for example you have something like this: ( [H] is a wheel U is a rail ) L->[H]U[H]
@@Splitsie I don’t think you get as much power in reverse. But I’ve never tried going full speed in reverse by just pressing down. (I’m on a controller) 🤷♂️ It’s good for building manual transmission. They give us a reverse button but in reality you only get one gas pedal.
I wonder would you ever make an updated video of these tutorials since some of them have changed. Not saying you have to, just curious. Thank you for making these vids
It's been simplified a fair bit since this video (I wish they'd left us with these options hidden behind a toggle) but the wheels are still a lot of fun to mess around with and give you a reasonable degree of control :)
Rear wheel steering works normally without reversing anything - the way the wheels turn is relative to their position on the vehicle, so the rear ones turn the way you would expect without having to play around with settings. I've not tested placing the suspension differently to see if that has an effect though, so you might be right about that being why they included it :)
Next video: Wheel placement and layouts. 4x4, 4x2, 6x6, 6x4, 6x2, 8x8. Wide, narrow, long, short, tall, low, large wheels, small wheels. front steering, rear steering, curiosity steering, 8x8 with front 3 axles steering, 6x6 with 2 front axles steering, 6x6 with only one front axle steering. I could go on endlessly, but I think I made my point that there is more to wheels than their settings.
Splitsie did mention that things like how many wheels, placement, your driving style and even terrain change the "ideal" settings Ps. I enjoyed watching you drive around as much as the tutorial content lol It was great:)
It seems you can invert your rear steering to walk a vehicle diagonally, and you and you could invert propulsion left and right to counter steer like a skid steer loader. Also with the subgrid control mod why does having a rear independent pivot beam suspension seem unpopular? like actual real world 3 axle suspension is usually set up... having a fixed front steer axle, and mounting the rear 2 axles on pivoting beams (left and right), and the potential extra benefit of the rear axle steering 7-12 degrees to reduce scrubbing being the unwanted byproduct of a multi rear axle design. Oshkosh trucks and other heavy off road truck manufacturers have been doing things like this since the 80's. I've yet to see any examples of this fairly common real world technology utilized in SE. And my current computer is unable to support the game, just curious if there was any reason this wasn't a thing.
Complex suspension systems can be fun to build but from a practical in-game sense, rarely work out compared to the simpler approaches due to the size of the suspension attachment for the wheels and its vulnerability to damage regardless of how clever you get with rotors. This isn't to discourage you from making them as they look absolutely awesome and managing to make something like that is fun :)
Splitsie I've been playing since space engineers first came out - but TH-cam didn't introduce me to your channel until a week ago. Keep up the great work I'll be staying tuned and referring to your video explainations
Thanks Zenaug, please feel free to add any tips you've learnt along the way - when I can I normally try to include them in future videos, especially the stuff that's new to me :)
Great video! Nice indepth video. Keep up the good work! Although wheels are still not what they should be, I hope KSH is fixing that sooner then later! Since they have shown us a teaser, where it looked like wheels were getting finally fixed.
Thanks! They're sort of working ok-ish in single player, but there is still a lot of improvement possible so I hope their rework comes up with something worthy of the game :)
Hi Splitsie, have you heard of this cool new space block building game called Skywanders? Its still pre-Alpha but the developer is giving out copies to youtubers to test out. It is voxel based kind of like starmade but it also has small blocks lots of mechanism and an interesting logic system. Several other youtubers have done videos on it and the developer has a youtube channel talking about it. It is past steam green light and the dev is currently trying to make an alpha for Steam. He has a kickstarter active till September 28 and depending on how much you support you can get an early version of the game, get your name in the credits and build a ship that will spawn in the game!
Can you set up a wheel design for when you are braking, the front and back wheels invert backwards like a 'V' shape on each axel? Will it help with speed reduction? I was thinking if there was a way to group the wheel so when you want to stop really quickly it should be like a handbrake.
If you mean like a novice skiier slows down, yes that would work, but I don't believe it would work any better than simply applying the brakes or applying force in the opposite direction (by reversing)
Man, all I'm wondering is how you got that square and flat tunnel going. I'm kind of new to SE, so making anything that flat and/or square with drilling seems downright impossible to me.
I have a question, say I get stuck on a hill and the front portion of my rover’s wheels are in the air. If I turn off the propulsion on the wheels in the air, and only the ones on the ground drive, will that therefore give me more power in the wheels that can grip, thus getting me unstuck?
I'm usually driving a 4-16 wheeled vehicle on rough mountainous terrain in survival. My vehicles are usually bare bones cargo haulers for early game survival scenarios. I usually keep my speed limit at 45 or lower with 100% power so the suspension can handle the amount of weight in my cargo containers, my power and friction are also 100% in order to deal with steap terrain. I rely on slow torque not speed. In my experiance driving fast is just asking the game to destroy your vehicle.
Looking for some advice on the settings I made a big 8 wheel multi container vehicle to carry my miner around and to expand its carrying capacity. The issues i have had for it are: 1. the wheels look like they are spinning, would that be too much power or not enough friction? 2. initial whenever i applied the handbrake at speed, it had the tendency to go tail over cockpit. would this be too much friction or CoM being too high? Patched this by limiting the top speed but now it just trundles along rather than going at a good speed 3. It has difficulty going uphill. Increase friction and or power?
Wheels spinning and no movement is either they're not in contact (strength too high) or not enough friction as you say. With 8 wheels turn braking off for the front pair, you won't go tail over cockpit any more :) For uphill, yeah increase power first, then friction if you get stuck, but with 8 wheels high (above 75%) friction has a good chance of locking up all your wheels when you turn due to the lack of ackerman steering
I used the voxel hands tools to make the tunnel for the track, they're fiddly and generally painful to use, but people have achieved some awesome things with them like the ring world that was posted around a month ago
Can you please tell us or do a video on what planet mod or planet setup you are using to get the hills and background scenery to look so good? @Splitsie
That's just part of the standard earth-like planet, I don't think I did anything special with it either... I do run things on pretty much the highest settings though (grass has been turned off for me since they broke it and it started appearing in my mine shafts...) Before I set up a test I also look for somewhere that will give at least a bit of an interesting backdrop :)
I am watching this video second time. First time was when I started to play SE. Don't you think that you need to adjust your damping in "Assertive Acquisitions" while driving on moon?
No doubt it's very useful info and it absolutely correct. Though there is script in workshop which takes care of all this suspension settings and even more. Really not much people knows about it.
Sadly, no it doesn't, nor does it use Ackerman steering where the inside wheel turns a tighter angle so that there's less scuffing of the steering tyres :( There are some scripts that can make that happen though, I've got my fingers crossed for something like that being included when they manage to redo the wheels
@Splitsie I noticed some strange graphics when I turn the settings down to minimum and it reminded me of the exploding wheel issue. Don't remember the vid you posted on Mars or Titan where you were cruising around trying to replicate the issue... Anyway, I noticed some strange glitches when rendering on minimal settings, like shards of rock sticking out of the terrain that would disappear when you get close. I almost wonder if there is a part that really is sticking up just enough to take out a wheel. imgur.com/W1MqMdl
Weird, it's certainly possible, the best evidence I got for the destruction was that it was due to the wheels sinking through the voxels temporarily while the physics simulation was overloaded which you could increase the likelihood of by setting everything to max settings, hadn't seen those though
@@Splitsie That sounds reasonable. Landing gears get stuck in voxels quite a bit. Digging them out, or grinding them off, usually results in explosions...
With the need for speed comes a desire to get small grids to hit the speed limit reliably and be super-stable while under ALL (normal, non-artificial) conditions ive created a vehicle that ive tuned for the earth gravity that I call "Speed Demon" and has proven to be extremely stable under conditions not normally present in the vanilla (unmodded) game, in particular, ive found that with the current (2019) physics, if you can rotate to put the right or left wheels to hit the ground first, the vehicle will take any speed up to about 500m/s forward velocity, and at varying heights, the impact angle affects everything, as you can get more out of aiming downhill and putting all wheels on the ground at the same time, or if its flat, one or two wheels on one side, to "stagger" the impacts, thus allowing for the vehicle to even be less than a block off the ground in the center and NOT bottom out also, if you are having trouble flipping, decrease the strength, the explanation is extremely complex and I may cover it if its not already covered, but imagine something along the line of: higher center of gravity=higher risk of rolling, and with the wheels depressing an extreme amount, it keeps the center of gravity BELOW the wheels' tip over threshold note, narrow vehicles WILL roll under ANY circumstances that aren't perfectly flat
Do you know if there's a way to make wheels spin freely? LIke to use them as roller guides for a machine. I've been messing with their settings and there doesn't seem to be a way to do it. People say rotors cause problems so I'm trying to avoid using them.
Rotors are safe within limits, you just have to be aware of the size of the collision boxes for most blocks and the fact that the majority are larger than the block itself, however as to the wheels thing, they'll spin freely if your parking brake is off, if you also turn off propulsion on them then the won't spin up when you use the W or S keys :)
@@Splitsie huh. I've tried turning propulsion, steering, and the other checkbox settings off and for some reason I can't get them to free wheel. I wish I could. I'm now trying to build the machine I'm tryhing to create with non-suspension wheels on rotors and I'm still having the same problem; it either moves and won't stop (bounces off the other end of the tracks and rolls back to the other end and bounces to the other end again) or the wheels won't spin at all even with the brakes and everything OFF. I even tried using pistons to push/pull the car on the traks and it's the same thing. The wheels (either suspsension or rotors) will either spin, or they don't. I'm struggling to figure this out but I'm positive what I'm trying to build can be done!
Is there a "block" limit to how large your structure can be like in Empyrion? I always wanted to sandbox an entire planet and create a paved highway system made of smooth building blocks all across a planet, but that's not possible in Empyrion because of the block limit... could it be possible here?
There is a block limit of sorts, I don't recall the exact numbers but my 350m long, 80m wide and 40m deep capital ship exceeds the optional one, but still falls under the physics one. That's despite all that space being filled with various bits and pieces. You wouldn't be able to build your highway systems on a planet as you would certainly exceed the limit of the game engine but you can build pretty big
in most cases the default suspension settings are sufficient or good enough for basic travel? i.e I can just build a wheeled vehicle and go for the most part?
how do you get your wheels to "GO" when they are 'behind' a rotor? meaning you have a frame, then a rotor (as a swivel arm) then the wheels (normally two sets per arm) but i can't seem to figure out how to get the thing to actually do anything. curious if its possible, or not. i couldn't figure it out, although i don't know how do do the remote stuff or anything to complicated. lol
Sadly it's basically impossible to control wheels on a separate subgrid, I think you can theoretically control the wheels using scripts but I haven't seen one that works :(
Go look at Duckroll’s ‘escape from mars’ scenario (specifically the convoys from the ground bases) for a very nice way to play with friction at 0%. I kinda stole the idea and love building vehicles in a similar way. (Unfortunately when playing the scenario wheels tend to explode for no reason every once in a while. Duckroll seems to be working on that.)
It is a very nice way to play around with the friction settings and Duckroll's use of it is such a clever way to get around the autopilot not working for wheeled vehicles :)
High friction behaves very differently now than when I made this video. Back at that time, high friction was a potential method to escape the planet's gravity field if you caught your wheel oddly :P
Would it be possible to redo this with the current state of the game? I know you have been busy with your co-op survival, but would be relevant to people wanting to make rovers in the current game
I've been putting off restarting all my tutorials in the hope that a survival update is coming soon but had forgotten about some of the one-offs like this that could really use some love. I'll hopefully get some time soon as I might have found a way to edit while at work (whenever it's quiet enough, if I'm lucky) :)
Some of the controls have changed and or been eliminated because most did not understand how it all worked and had too many issues, so it was simplified before it ever came out to xbox.
Cane back here because Splitsie is my 'Go To Guy" when I'm struggling with an issue. Currently, I'm trying to get the Power Override to function but its not functioning as I would expect. I though I could set it at a percentage and the vehicle would drive in a straight line (on flat ground)at a speed that is the percentage set of my maximum speed setting. But I can't get it to function in any way that is usable. There is nothing constant about the speed and it also changes directions erratically. Any suggestions?
I experienced the same thing yesterday when using it on a server to drive a rover without a cockpit. I'm going to be playing around with it some more when I try to use the override for the tram. Hopefully I'll be able to come up with some explanation of the behaviour and how we can work around it to get the override to work. I'm thinking I'll load up in creative and if it's as weird as it seems I'll make a separate video showing how to get it to work as expected (assuming I even can) :/
I've been working on it in creative also with no success. I'm trying to get it to work on a mining truck that I have built. I want to point it in the right direction and let it do its stuff.
OK I went back in and had another crack at it. I jacked my truck up and slowed the wheels right down so I could see what is happening and it turns out that when all wheels are set exactly the same, the left hand wheels go forwards, as you would expect, but the right hand wheels go in reverse. Its relatively easy to fix by adjusting the right wheels to the corresponding negative percentage (just hitting the -/+ key doesn't set it to the same percentage unless you are running at 50%). But a pain in the arse to have to do that every time. I'm starting to get more groups on my hot bar than Woodstock.
I wonder if you could set up a pair of timers to do it instead, with a timer for increasing speed and one for decreasing with all the actions set up in the timer correctly for how the vehicle is arranged
I tried putting a left and right bank group on my hot bar with the increase and decrease options for selection. However, the changes don't happen in set increments and trying to get the exact same speeds on both sides is a nightmare. That being the case I don't know how the timer blocks would be able to set the speeds accurately. Also, wouldn't there have to be several timers to get the speed right as each timer will only make one incremental adjustment at a time? It might not be such an issue with your tram because you will be setting it at a constant speed and just require to change direction at the terminal. Therefore, once yours are set I am guessing that you will be able to reverse them all at once by using the +/- buttons (maybe). In my case with the mining truck, I need to switch from normal manual driving to self propelled operations and back again. Which means manually making the settings each time I start mining. Its OK(ish) as once I got the hang of it it just takes a few seconds to set up and to get them back to manual driving they can all be re-set together.. It is just an annoying odd glitch, that turns what should be a simple task into an embuggerance and it dumbfounds me why it would make one bank of wheels go in reverse for no apparent reason.
If you're in a cockpit of a powered vehicle with wheels and you haven't modified any of the default settings all of the wheels should turn when you press A or D. If some of them aren't then they likely have steering turned off and you would need to turn them back on in the control panel. If steering is on, ensure you still have some power available to the grid or that it isn't powered down as I can't think of any other reasons the wheels wouldn't be steering :/
There are a couple of things worth checking that might help, ensure you have enough power for the wheels (if your power bar on the right of the hud reaches 100% when pushing forward you need more batteries or other power sources) then check the wheels to see if they have their power to 100%, if both of those are ok you can usually get away with up to 80% friction for regular driving and lastly if that doesn't work, you'll need more wheels for the load you're trying to move
You need to clear all possible obstructions from around the wheel suspensions, there are more places that blocks will obstruct placement than you might think so be really aggressive about removing things that could be in the way and keep trying (also make sure your engineer isn't in the way, especially with large grid) :)
wow has it realy been 3 weeks that ive been in Skyrim instead of SE looks like ive got some catching up to do but im back in SE again and in a world with no ship , assembler, or refinery starting off and realistic inventory anyway one if the biggest problems I have with wheels is they work great when the cargo holds are empty but once i fill up with ore I start having issues
I'm still waiting for the 64bit version of SKSE and seeing if a bunch of my favourite mods resurface before I head back to skyrim, though I have been enjoying a bit of divinity lately :) Stiffen the suspension by increasing strength as your cargo fills up and you should continue to have reasonable control
yea i had been playing with the growing up in skyrim as well as a mod that allows you to play as a child , thought about making my own mod for it but then decided to come back to SE instead.and found a few new mods for SE that im enjoying now as well as a new map that has Mercury Venus Earth and mars all with moons and no ore spots on any of the planets and with the individual survival mod and the cargo drop pods starting out with absolutely nothing is actually possible now provided i dont get lost with not using the gps way points lol though i did manage to get a beacon made from the first 2 drop pods i scavenged so i think im safe there. and actually was trying to decided if i should try recording it
Wow! That's a seriously hardcore start scenario, are you using a passenger chair attached to it to recharge your suit? Or did you work out some other clever contraption?
well i did do that at first but then i found that the individual survival mod has a oxy gen in the char suit inventory so using that you can add ice and get power and hydro from just mining ice before even having access to a proper refinery or assembler but originally i started off with grinding down just what i needed off one pod then locating another pod getting lucky enough to find interior plates in the cargo of the second pod and adding a seat to that pod and that became my base of operations.
Performance in multiplayer you say... Multiplayer has it's own particular issues that you need some patience to get around but can be worth it if you stick to playing with just a few friends. In terms of what I play on, it's more than you need as I built this PC with editing in mind but what I currently have is an i7 4790K, 32GB RAM, GTX 1080, Samsung 950 pro M.2 SSD and an assortment of other bits a pieces. In terms of making sure you can run Space Engineers well, the main thing is to ensure you have more than 8GB of RAM, while the game can run on 8, the performance isn't quite there for anything but smaller builds. Hope that's helpful for your future build :)
It will be soon, I have a couple of little things to do to it before I pop it on the workshop, I'm aiming to get in up on my next days off - wednesday next week :)
Wonderful thanks! I would love to see a chart someone could make where one takes the mass of the vehicle and cross references what the recommended settings on all these should be, for steel floor, medium natural, and off-road travel. One would need to multiply their vehicle mass by gravity of the planet before using the chart I would think.
That would be pretty handy, far beyond any skill I have but there might be someone who understands suspension well enough to make something that's at least a rough graph-based guide
Yeah, that's something which happens a lot with wheeled vehicles, especially miners. I did a stream series where the challenge was to drive from one pole of the planet to the other and it was challenging precisely because falling in holes kept happening :P
Wastedspace has a pretty good wheel video from way back. It is works pretty good. Based on his video you have too much power in the wheels (normally he puts it at maybe 20% at most unless he is going up a really tall steep hill)
Yeah, w4sted's advice on the wheels is pretty solid. My setup was because I wanted to be able to jump around and do silly things with the vehicle, I wasn't worried about it ending poorly as I was just messing about in creative :P Because w4sted's gone through the settings I didn't want to suggest particular settings for people to use, I just wanted to go through what each setting changes and how that effects the handling and whatnot. I've not toyed around with them looking for a one-size-fits-all solution so I don't want to pretend I know enough to offer one, if looking for that I'd point people directly to w4sted's advice - that guy knows his wheels :)
Splitsie. Do yourself a favor and watch a video on how semis transport wind turbine blades. You will understand tge purpose of inverted steering. I cringed when i read the comments about inverted steering
You're talking about a real world application, I'm talking about a game one, there's a big difference and the difference was even larger back when I made this video as the most reliiable way to steer was to use a gyroscope and the wheels with very low friction.
@@Splitsie yes and no. Rear wheel steering is used to pivot. At high speeds using 4 wheels with the rear wheels inverted would basically be the quadrasteer system from chevy. Basically it allows the vehicle to "sidestep" and turn without sacrificing stability. When used with a trailer it allows for better turning radius. Or if you only use the rear wheels for steering you would invert the steering so when you turn right the rear wheels would turn left and pivot the vehicle to the right. Run some tests. It may be a real world application but the game bases those particular settings on real world applications. However pressing in a car doesnt preload your suspension for a jump unless youre in a low rider
Yep, but dampening is something that you can't modify on wheels any more. It was taken out when they did a complete rework of wheels, while we now can't change as much, wheels work a lot better than they used to so it was positive change in general :)
@@Splitsie shows the last time I played SE! Gonna have to get back in the saddle. Is that why in 1.0 tires are being used on drill ships to stop them from taking damage?
Honestly, I would never recommend using tires for damage reduction of a flying vehicle. In all my drop tests I've done over the years, the fixed wheels have lagged well behind the protection you get from a simple piece of light armour. Wheels on suspension give the best resistance but also cause nightmares with inertial dampening so they aren't a good solution either :) Prior to my testing of these issues a *lot* of people spread the idea that tires saved grids from damage, which is why I did the tests in the first place (I've run through them on two separate occasions, and might mess around with them again at some point because mythbusters style science is fun) ;)
Without the damping and travel adjustments, suspension feels super rigid. The game that involves engineering I'm wondering why they removed these abilities
This was **VERY** informative! I've been having a great deal of trouble trying to get my vehicles to drive over rough ground without 'beaching' themselves constantly, or just wheel-spinning in one place!
Thanks, do note that you won't have access to a lot of the functions I went through here as some got removed. The general principles are all the same though (and easier now that the game gives you an artificially lowered center of mass) :)
I am designing my first rover and this tutorial is a miraculous source! Thank you Master Splitsie!
0:55 I just love the placement of the two orange engineers.
I'm really glad to see a fresh run though of some guides. some of the old guys i feel have lost thier roots of hleping new guys, im not new but i like seeing other's take on the game
I've seen that pattern with a few people over time. I think w4sted is still pretty good at explaining what he does, but it's not normally in a discrete video any more, often it's in one of him streams which can make the information hard to find.
I love teaching in this format and the bits I do in my normal job so I don't plan on moving away from this stuff :)
Just found your channel while looking around TH-cam and I can't lie I'm addicted to your videos, just everything about it the content, your voice just everything keep up the good work dude!!
Thank you very much, I'm happy you're enjoying it :)
Is "Klang" (Clang??) the SE equivalent to the Kraken in Kerbal Space Program?
I'm still relatively new to SE (
Thanks!
Yeah, they're pretty similar ideas :)
Yes Clang is the Kraken
@@Splitsie you mean ideologies, right?
Clang is Kraken's relative ? O.o
Yes and no and yes
Inverted steering is used for making the back tires steerable.
The rear tyres will steer appropriately when on normal (inverted from the front) I suppose some people may want that differently but the default will make pressing 'a' go left and 'd' go right, which makes sense to me :P
I did some testing and if you have more than 2 "axles" on your rover, every axle except the front will default to inverted steering. So if you have 2 axles in the front for steering, the second axle will default to inverted and point the wrong way. And by axle I mean a pair of left and right tires that are aligned horizontally across the axis of the rover.
Splitsie are they changing wheel physics? They'd better not break them -_-
Hopefully you'll be able to have stacked wheels again or add blocks on them. You can only not do that when they're attached to a suspension for some reason...
Keen have talked about improving wheels, but I've not seen any more details than that. It'll be interesting to see what happens when they release them...
Setting up a button to engage "crab walk" mode can be useful, especially on large grids.
Invert steering is for your rear steering setups.
Invert direction would allow you to turn the wheels and spin in place.
Top mode would be more for tank based creations I bet
Inverted steering and propulsion are really helpful when you using some vehicle that can spin at the place. Like cranes or maybe Tanks.
This was so very helpful thank you so very much for doing all these videos you are a godsend for all of us that are having problems in space engineers
Thank you very much :)
This is an amazing video, you are definitely underrated!
Thanks so much! :)
By far, the best video I've ever seen in this matter. Congrats.
Thanks, just beware some of the settings that were available when I made this video are no longer available. Of the ones that are still there all the info I put in is still correct and in many ways some changes made to the game last year have made vehicles even easier to set up (they cheat their COM to be lower so that you can get away with more fun designs) :)
i played this game for many moons and never had i thought of putting a gyroscope on a car that is pure genius on itself
On the subject of low/no friction wheels: When combined with thrusters forward/backwards and left/right and a Gyro, 0% friction wheels make a very good vanilla(!!!) option to make hovercraft-esque grids. Feels absolutely amazing to use. Should give it a try!
That they do, just need enough of them to ensure you don't bottom out too easily (I might have done that more than once) :P
I'd like to point out that, apart from the sim speed limitations of the game, smooth high travelling speeds would be unrealistic. I mean that in reality it is very hard to achieve off road speeds higher than 120Km/h. People often complain about the way wheels behave in SE, but should take in consideration that in most cases the game is simulating the physics of vehicles that weight thousands of kilograms traveling off road. Trying to drive any car in those speeds and on that kind of terrain would result in total destruction of the suspensions, as it happens in game.
That's a very good point, in single player the suspension behaves pretty well for me - this video is a pretty good example as I throw that little car around all over the place and it handles it fairly well :)
so very true a lot of real life car crashes involving totaled cars tend to have to high of speeds involved with why they crashed, yet people complain because this is a video game yet Keen has stated many times that they are trying to simulate real life physics and personally I think if your going to try driving at max speeds off a cliff you should have your vehicle destroyed , yet its funny how many people complain about that , but would they want to drive your real life vehicle that fast off a cliff no of course not but they want to do it in the game that is supposed to mimic real life physics.
I completely agree. However, wheels continue to behave weirdly on totally flat planes of either voxels or armor blocks.
we REALY need the steering angle sliders and most importantly the dampening slider back ASAP, its HIGHLY neccessary to make a good rover!!!
Def need an update of this. Lot of them wheel settings don't exist anymore or have been simplified. But this is still one of the more detailed tutorials I seen on what the wheel settings mean.. least the ones still in game.
It's one of the one's that's been on my to-do list for a while. Having been talking with w4stedspace recently I think I might be almost ready to make it and feel like I'm providing useful info so hopefully I'll get around to replacing this one sooner rather than later :)
Transfer power to the front end at a 30-70 split. If you have a ton of axles then subdivide to account for them. The majority of your force output needs to be in the front to provide stability to the frame with varying traction off road. I still need to test to see if a hinge based trick can buff existing suspensions.
Right on splitsie. Great video
Thanks stan! :)
would be great if this was updated with how many changes there have been in the pat 5 years
Woah! I didn't expected this so soon!
Hope it's what you were looking for :)
I remember when suspension wheels were just a mod, glad they finally made them vanilla...
We were obsessed with making go-karts and needed them slammed to the ground... mainly for looks...
Back when giant asteroids were the closest thing we had to planets :P
I imagine reversing propulsion on wheels is used for the ultimate in turning radii: Spin like a top.
My brother has teacher skills, I haven't seen anything like this in other's videos. Thanks for the video..
I've found you can make a nice little rocket sled if you turn the wheels on their hub cap and set friction to zero. It's so much fun to pilot.
A rocket sled sounds like lots of fun :)
Invert Steering - Use this to get tighter turning circles and avoid rear wheel scuffing (pushing sideways over the terrain rather than rolling), particularly when you have a craft that has multiple wheels.
With a four wheel set-up with front wheel steering, the notion is that the rear wheel will roll along like a trailer. When turning, the inside wheels should be rotating slower than the outside wheels however, the game mechanics don't seem to quite work like that because the wheels, even those not driving, seem to all travel at the same speed. To overcome this, set the rear wheels to Invert steering, but make the turning angle less than that of the front wheels.
It will take a lot of trial and heaps of error to get it to work how you want and the actions will vary with speed.
The Invert Steering is also what you want if you do set up your vehicle with rear wheel steering so that it operates like a forklift.
The rear wheels when set normally will turn the opposite direction to the front wheels, if you look closely at the start of the video my rear wheels have a small amount of steering that moves the way you'd want for tight turning at low speeds. I think three game picks front and rear based on centre of mass. The problem with this comes when you have more than 4 wheels and the centre pair turn as much as the others.
Another problem with wheels that leads to the scuffing of the steering pair is the lack of Ackerman steering, the wheels responsible for steering should not both turn the exact same degrees, the inner side should turn slightly less than the outer. I think it could be an interesting challenge to build using rotors ;)
Might also be fun to build a functional forklift :)
Yeh! My bad. You can see why I have no success with wheeled vehicles ^--^
But, if you do invert your rear wheels you can achieve some interesting crabbing movements in tight spaces.
I did try the forklift idea once but found the blocks far to big to be of much use.
I guess a crane with forklift style wheels could be fun, but yeah, the blocks are too big for a forklift to work properly unless you build pallets to lift from :(
I like the idea of crab walking, or if you invert them so you can spin on a point :P
Ideas for future wheel videos: gyros for steering vs wheels for steering. Uses for thrusters on wheeled vehicles (lift, traction, lateral control, braking). Fake hovercraft ( Zero friction, zero power wheels and thrusters/gyros). Parachute braking.
I had fun with the parachute braking when I first messed around with them, makes high speed much safer :)
I might be able to test or demonstrate some of those things, once I come up with a way to test them...
building a mobile mining base, very long, alot of weight on front with 2 hinges to 40ish drills. jhad major issues with front supspension sagging under the weight, used a multiple of things including added str to front makign the middle 6ish wheels with less dampening to adjust to terain with rear at a higher str. this kept . works wonders, also added str buttons to various wheels inc decrease, so i can move the machine to level wheels if needed, like the front is sagging down and i need more suspension on front at times to reverse if needed.
thanks a lot for doing this. the suspension knowledge is exhausting.
It's a lot simpler now as a fair number of the options got removed in the update I mentioned in reply to your question about the defaults. I'm hoping to remake this video with the current options that are available soon, just going through remaking the beginner tutorials at the moment :)
and no way of disabling this safety lock completely, gg keen!!!
Invert steering might not be useful for a conversational land vehicle, but for something less conventional it might come in handy.
Say, for example you have something like this:
( [H] is a wheel U is a rail )
L->[H]U[H]
A reason to invert the propulsion is extreme braking. Set it to a control switch. I set a switch for suspension strength as well.
That doesn't do anything more than just pressing reverse though
@@Splitsie I don’t think you get as much power in reverse. But I’ve never tried going full speed in reverse by just pressing down. (I’m on a controller) 🤷♂️
It’s good for building manual transmission. They give us a reverse button but in reality you only get one gas pedal.
I wonder would you ever make an updated video of these tutorials since some of them have changed. Not saying you have to, just curious. Thank you for making these vids
Great video as always, it might become obsolete soon however because of the upcoming improved wheel physics
where did you read about it ?
BlueFlame X it was showcased in one of their update videos a good few months back
DELTA the details might change but this is still good reference.
It might do, but they may still allow the same controls. If they change then I'll redo the video so that it's still up to date :)
In space engineers you can add gyros to your ground vehicle's, so you can go as fast as you like with as many propelled wheels as you like.
As someone who aligns car suspensions for a living, I am looking forward to playing with this stuff xD
It's been simplified a fair bit since this video (I wish they'd left us with these options hidden behind a toggle) but the wheels are still a lot of fun to mess around with and give you a reasonable degree of control :)
Invert steering is used for back wheel steering, or if you mounted your wheel suspensions backwards.
Rear wheel steering works normally without reversing anything - the way the wheels turn is relative to their position on the vehicle, so the rear ones turn the way you would expect without having to play around with settings. I've not tested placing the suspension differently to see if that has an effect though, so you might be right about that being why they included it :)
Next video: Wheel placement and layouts. 4x4, 4x2, 6x6, 6x4, 6x2, 8x8. Wide, narrow, long, short, tall, low, large wheels, small wheels. front steering, rear steering, curiosity steering, 8x8 with front 3 axles steering, 6x6 with 2 front axles steering, 6x6 with only one front axle steering. I could go on endlessly, but I think I made my point that there is more to wheels than their settings.
Ah! But to know how to set those arrangements up properly you need to understand how the parameters actually work so they are a good place to start :)
Thats why i said: next video.
Splitsie did mention that things like how many wheels, placement, your driving style and even terrain change the "ideal" settings
Ps. I enjoyed watching you drive around as much as the tutorial content lol
It was great:)
It seems you can invert your rear steering to walk a vehicle diagonally, and you and you could invert propulsion left and right to counter steer like a skid steer loader.
Also with the subgrid control mod why does having a rear independent pivot beam suspension seem unpopular?
like actual real world 3 axle suspension is usually set up... having a fixed front steer axle, and mounting the rear 2 axles on pivoting beams (left and right), and the potential extra benefit of the rear axle steering 7-12 degrees to reduce scrubbing being the unwanted byproduct of a multi rear axle design. Oshkosh trucks and other heavy off road truck manufacturers have been doing things like this since the 80's.
I've yet to see any examples of this fairly common real world technology utilized in SE.
And my current computer is unable to support the game, just curious if there was any reason this wasn't a thing.
Complex suspension systems can be fun to build but from a practical in-game sense, rarely work out compared to the simpler approaches due to the size of the suspension attachment for the wheels and its vulnerability to damage regardless of how clever you get with rotors. This isn't to discourage you from making them as they look absolutely awesome and managing to make something like that is fun :)
Thanks for making this very helpful video - I appreciate your methodology
You're welcome, glad you found it useful :)
Splitsie I've been playing since space engineers first came out - but TH-cam didn't introduce me to your channel until a week ago. Keep up the great work I'll be staying tuned and referring to your video explainations
Thanks Zenaug, please feel free to add any tips you've learnt along the way - when I can I normally try to include them in future videos, especially the stuff that's new to me :)
Splitsie will do mate
The "crossed eyed" setting could allow for turning on an axis on a fixed spot. with the right dimensions and geometries.
Great video! Nice indepth video. Keep up the good work!
Although wheels are still not what they should be, I hope KSH is fixing that sooner then later! Since they have shown us a teaser, where it looked like wheels were getting finally fixed.
Thanks!
They're sort of working ok-ish in single player, but there is still a lot of improvement possible so I hope their rework comes up with something worthy of the game :)
Fully agree!
See you in the verse! xD
they really need to bring back these settings
Hi Splitsie, have you heard of this cool new space block building game called Skywanders? Its still pre-Alpha but the developer is giving out copies to youtubers to test out. It is voxel based kind of like starmade but it also has small blocks lots of mechanism and an interesting logic system. Several other youtubers have done videos on it and the developer has a youtube channel talking about it. It is past steam green light and the dev is currently trying to make an alpha for Steam. He has a kickstarter active till September 28 and depending on how much you support you can get an early version of the game, get your name in the credits and build a ship that will spawn in the game!
I hadn't heard of it before actually, it looks interesting :)
I wonder if the developer would give you a copy if you played it on your channel, that would be cool :D
Can you set up a wheel design for when you are braking, the front and back wheels invert backwards like a 'V' shape on each axel? Will it help with speed reduction? I was thinking if there was a way to group the wheel so when you want to stop really quickly it should be like a handbrake.
If you mean like a novice skiier slows down, yes that would work, but I don't believe it would work any better than simply applying the brakes or applying force in the opposite direction (by reversing)
@@Splitsie okay how about rear parachutes?? Like drag racers have. Would it slow the vehicle or lift it up and slam it into the ground?
Another great and useful video, Thankyou
You're welcome, I'm pleased it's been helpful :)
Man, all I'm wondering is how you got that square and flat tunnel going. I'm kind of new to SE, so making anything that flat and/or square with drilling seems downright impossible to me.
Sadly it is impossible with drilling :(
I did that with the creative mode voxel hands tool
I have a question, say I get stuck on a hill and the front portion of my rover’s wheels are in the air. If I turn off the propulsion on the wheels in the air, and only the ones on the ground drive, will that therefore give me more power in the wheels that can grip, thus getting me unstuck?
great guide thank you ! do you know how much power a wheel consumes though ? I never figured that out
Small grid 3x3 suspension takes 2 kW energy, don't know about others, didn't tested.
Wanderer - ah that explains why 4 batteries gave me weeks of autonomy :D Thanks !
I'm usually driving a 4-16 wheeled vehicle on rough mountainous terrain in survival. My vehicles are usually bare bones cargo haulers for early game survival scenarios. I usually keep my speed limit at 45 or lower with 100% power so the suspension can handle the amount of weight in my cargo containers, my power and friction are also 100% in order to deal with steap terrain. I rely on slow torque not speed. In my experiance driving fast is just asking the game to destroy your vehicle.
You're absolutely right, I just wish I had that degree of self control :P
@@SplitsieI'll admit I do sometimes put the speed limit up to 80 when I'm empty and on flat terrain. ;) it is a game after all.
Looking for some advice on the settings
I made a big 8 wheel multi container vehicle to carry my miner around and to expand its carrying capacity.
The issues i have had for it are:
1. the wheels look like they are spinning, would that be too much power or not enough friction?
2. initial whenever i applied the handbrake at speed, it had the tendency to go tail over cockpit. would this be too much friction or CoM being too high? Patched this by limiting the top speed but now it just trundles along rather than going at a good speed
3. It has difficulty going uphill. Increase friction and or power?
Wheels spinning and no movement is either they're not in contact (strength too high) or not enough friction as you say.
With 8 wheels turn braking off for the front pair, you won't go tail over cockpit any more :)
For uphill, yeah increase power first, then friction if you get stuck, but with 8 wheels high (above 75%) friction has a good chance of locking up all your wheels when you turn due to the lack of ackerman steering
@@Splitsie ok thanks, i think i made a possibly classic newbie mistake of having most of the settings either really high or really low
So I was driving around stopped did some messing around with the wheels and I can't move no more any Idea what I might did wrong?
can you make an update video about brakes?
1:30 how did you make a rectangular tunnel?
I used the voxel hands tools to make the tunnel for the track, they're fiddly and generally painful to use, but people have achieved some awesome things with them like the ring world that was posted around a month ago
Can you please tell us or do a video on what planet mod or planet setup you are using to get the hills and background scenery to look so good? @Splitsie
That's just part of the standard earth-like planet, I don't think I did anything special with it either... I do run things on pretty much the highest settings though (grass has been turned off for me since they broke it and it started appearing in my mine shafts...)
Before I set up a test I also look for somewhere that will give at least a bit of an interesting backdrop :)
I saw the dirt that looks like a ridge bordering the track. Did you make those yourself? If you did, how did you make them?
That was with the voxel hands tools which are available from the G menu in creative mode :)
Haha I watched this video and went in-game and all the suspension settings changed. Then I realized this video is 5 years old.
I am watching this video second time. First time was when I started to play SE. Don't you think that you need to adjust your damping in "Assertive Acquisitions" while driving on moon?
It's not an option on the wheels any more :(
@@Splitsie whaaat??? 😖
@@Splitsie :(( hysterically crying. why we cant have good things?
No doubt it's very useful info and it absolutely correct. Though there is script in workshop which takes care of all this suspension settings and even more. Really not much people knows about it.
If you can find the link, post it here so more people can get access to it if they want to try it out :)
Sure steamcommunity.com/sharedfiles/filedetails/?id=1089115113
When you turn in the real world the differential turns the outside tire faster than the inside tire, does SE do that automatically as well?
Sadly, no it doesn't, nor does it use Ackerman steering where the inside wheel turns a tighter angle so that there's less scuffing of the steering tyres :(
There are some scripts that can make that happen though, I've got my fingers crossed for something like that being included when they manage to redo the wheels
Fingers crossed for Thursday, then!
Oh wow this was a year ago I remember it coming it out and watching it like yesterday
Amazing how the time goes :)
@Splitsie
I noticed some strange graphics when I turn the settings down to minimum and it reminded me of the exploding wheel issue. Don't remember the vid you posted on Mars or Titan where you were cruising around trying to replicate the issue...
Anyway, I noticed some strange glitches when rendering on minimal settings, like shards of rock sticking out of the terrain that would disappear when you get close. I almost wonder if there is a part that really is sticking up just enough to take out a wheel.
imgur.com/W1MqMdl
Weird, it's certainly possible, the best evidence I got for the destruction was that it was due to the wheels sinking through the voxels temporarily while the physics simulation was overloaded which you could increase the likelihood of by setting everything to max settings, hadn't seen those though
@@Splitsie That sounds reasonable. Landing gears get stuck in voxels quite a bit. Digging them out, or grinding them off, usually results in explosions...
With the need for speed comes a desire to get small grids to hit the speed limit reliably and be super-stable while under ALL (normal, non-artificial) conditions
ive created a vehicle that ive tuned for the earth gravity that I call "Speed Demon" and has proven to be extremely stable under conditions not normally present in the vanilla (unmodded) game, in particular, ive found that with the current (2019) physics, if you can rotate to put the right or left wheels to hit the ground first, the vehicle will take any speed up to about 500m/s forward velocity, and at varying heights, the impact angle affects everything, as you can get more out of aiming downhill and putting all wheels on the ground at the same time, or if its flat, one or two wheels on one side, to "stagger" the impacts, thus allowing for the vehicle to even be less than a block off the ground in the center and NOT bottom out
also, if you are having trouble flipping, decrease the strength, the explanation is extremely complex and I may cover it if its not already covered, but imagine something along the line of: higher center of gravity=higher risk of rolling, and with the wheels depressing an extreme amount, it keeps the center of gravity BELOW the wheels' tip over threshold
note, narrow vehicles WILL roll under ANY circumstances that aren't perfectly flat
@John yes, but it's more costly than designing it properly, and has the added problem of diminishing returns
Do you know if there's a way to make wheels spin freely? LIke to use them as roller guides for a machine. I've been messing with their settings and there doesn't seem to be a way to do it. People say rotors cause problems so I'm trying to avoid using them.
Rotors are safe within limits, you just have to be aware of the size of the collision boxes for most blocks and the fact that the majority are larger than the block itself, however as to the wheels thing, they'll spin freely if your parking brake is off, if you also turn off propulsion on them then the won't spin up when you use the W or S keys :)
@@Splitsie huh. I've tried turning propulsion, steering, and the other checkbox settings off and for some reason I can't get them to free wheel. I wish I could. I'm now trying to build the machine I'm tryhing to create with non-suspension wheels on rotors and I'm still having the same problem; it either moves and won't stop (bounces off the other end of the tracks and rolls back to the other end and bounces to the other end again) or the wheels won't spin at all even with the brakes and everything OFF.
I even tried using pistons to push/pull the car on the traks and it's the same thing. The wheels (either suspsension or rotors) will either spin, or they don't. I'm struggling to figure this out but I'm positive what I'm trying to build can be done!
Love it
Thanks!
I have got plans for a guide on autopilot, that's still probably a little way off though, but it's on my list :)
Greate video Splitsie. How did you make the tunnel?
Thanks! I made the tunnel using the voxel hands tool and a fair bit of patience too get it even vaguely smooth :P
Is there a "block" limit to how large your structure can be like in Empyrion? I always wanted to sandbox an entire planet and create a paved highway system made of smooth building blocks all across a planet, but that's not possible in Empyrion because of the block limit... could it be possible here?
There is a block limit of sorts, I don't recall the exact numbers but my 350m long, 80m wide and 40m deep capital ship exceeds the optional one, but still falls under the physics one. That's despite all that space being filled with various bits and pieces.
You wouldn't be able to build your highway systems on a planet as you would certainly exceed the limit of the game engine but you can build pretty big
I see, thanks for the response
in most cases the default suspension settings are sufficient or good enough for basic travel? i.e I can just build a wheeled vehicle and go for the most part?
Yep, especially now. Keen did a big update of wheels 6 months or so after this video that made them even better or at least a lot more fun :)
how do you get your wheels to "GO" when they are 'behind' a rotor? meaning you have a frame, then a rotor (as a swivel arm) then the wheels (normally two sets per arm) but i can't seem to figure out how to get the thing to actually do anything. curious if its possible, or not. i couldn't figure it out, although i don't know how do do the remote stuff or anything to complicated. lol
Sadly it's basically impossible to control wheels on a separate subgrid, I think you can theoretically control the wheels using scripts but I haven't seen one that works :(
Go look at Duckroll’s ‘escape from mars’ scenario (specifically the convoys from the ground bases) for a very nice way to play with friction at 0%. I kinda stole the idea and love building vehicles in a similar way. (Unfortunately when playing the scenario wheels tend to explode for no reason every once in a while. Duckroll seems to be working on that.)
It is a very nice way to play around with the friction settings and Duckroll's use of it is such a clever way to get around the autopilot not working for wheeled vehicles :)
Think you could build something like that in Survival, maybe...?
If you have High friction you should have a gyro with the manual turning turned on
High friction behaves very differently now than when I made this video. Back at that time, high friction was a potential method to escape the planet's gravity field if you caught your wheel oddly :P
Inverted steering is good for rear wheels, like the Warthog's 4 wheel steering!
That actually automatically happens, if you inverted the rear wheels you'd move like a crab :P
how did he build this rover i soo want it
Would it be possible to redo this with the current state of the game? I know you have been busy with your co-op survival, but would be relevant to people wanting to make rovers in the current game
I've been putting off restarting all my tutorials in the hope that a survival update is coming soon but had forgotten about some of the one-offs like this that could really use some love. I'll hopefully get some time soon as I might have found a way to edit while at work (whenever it's quiet enough, if I'm lucky) :)
Wait so some of these controls aren’t available for me (Xbox) like return speed and dampening. Any ideas?
Some of the controls have changed and or been eliminated because most did not understand how it all worked and had too many issues, so it was simplified before it ever came out to xbox.
i'm looking for the steering speed one can't see it in my game is it in some tab i don't see?
Sadly not, many of the controls we used to have are no longer available. On the other hand wheels work much better than they did back then
Cane back here because Splitsie is my 'Go To Guy" when I'm struggling with an issue.
Currently, I'm trying to get the Power Override to function but its not functioning as I would expect. I though I could set it at a percentage and the vehicle would drive in a straight line (on flat ground)at a speed that is the percentage set of my maximum speed setting. But I can't get it to function in any way that is usable. There is nothing constant about the speed and it also changes directions erratically.
Any suggestions?
I experienced the same thing yesterday when using it on a server to drive a rover without a cockpit. I'm going to be playing around with it some more when I try to use the override for the tram. Hopefully I'll be able to come up with some explanation of the behaviour and how we can work around it to get the override to work.
I'm thinking I'll load up in creative and if it's as weird as it seems I'll make a separate video showing how to get it to work as expected (assuming I even can) :/
I've been working on it in creative also with no success.
I'm trying to get it to work on a mining truck that I have built. I want to point it in the right direction and let it do its stuff.
OK I went back in and had another crack at it. I jacked my truck up and slowed the wheels right down so I could see what is happening and it turns out that when all wheels are set exactly the same, the left hand wheels go forwards, as you would expect, but the right hand wheels go in reverse.
Its relatively easy to fix by adjusting the right wheels to the corresponding negative percentage (just hitting the -/+ key doesn't set it to the same percentage unless you are running at 50%). But a pain in the arse to have to do that every time.
I'm starting to get more groups on my hot bar than Woodstock.
I wonder if you could set up a pair of timers to do it instead, with a timer for increasing speed and one for decreasing with all the actions set up in the timer correctly for how the vehicle is arranged
I tried putting a left and right bank group on my hot bar with the increase and decrease options for selection. However, the changes don't happen in set increments and trying to get the exact same speeds on both sides is a nightmare. That being the case I don't know how the timer blocks would be able to set the speeds accurately.
Also, wouldn't there have to be several timers to get the speed right as each timer will only make one incremental adjustment at a time?
It might not be such an issue with your tram because you will be setting it at a constant speed and just require to change direction at the terminal. Therefore, once yours are set I am guessing that you will be able to reverse them all at once by using the +/- buttons (maybe).
In my case with the mining truck, I need to switch from normal manual driving to self propelled operations and back again. Which means manually making the settings each time I start mining. Its OK(ish) as once I got the hang of it it just takes a few seconds to set up and to get them back to manual driving they can all be re-set together..
It is just an annoying odd glitch, that turns what should be a simple task into an embuggerance and it dumbfounds me why it would make one bank of wheels go in reverse for no apparent reason.
Thank you!
You're welcome :)
A and D is not changing the angle. What am I doing wrong?
If you're in a cockpit of a powered vehicle with wheels and you haven't modified any of the default settings all of the wheels should turn when you press A or D. If some of them aren't then they likely have steering turned off and you would need to turn them back on in the control panel. If steering is on, ensure you still have some power available to the grid or that it isn't powered down as I can't think of any other reasons the wheels wouldn't be steering :/
I can NOT get a wheeled truck to get up a hill just no clue what im doing wrong its heavy but like got dang wish i had an expert at this
There are a couple of things worth checking that might help, ensure you have enough power for the wheels (if your power bar on the right of the hud reaches 100% when pushing forward you need more batteries or other power sources) then check the wheels to see if they have their power to 100%, if both of those are ok you can usually get away with up to 80% friction for regular driving and lastly if that doesn't work, you'll need more wheels for the load you're trying to move
It won’t let me place wheels on the suspension, how do I fix that?
You need to clear all possible obstructions from around the wheel suspensions, there are more places that blocks will obstruct placement than you might think so be really aggressive about removing things that could be in the way and keep trying (also make sure your engineer isn't in the way, especially with large grid) :)
wow has it realy been 3 weeks that ive been in Skyrim instead of SE looks like ive got some catching up to do but im back in SE again and in a world with no ship , assembler, or refinery starting off and realistic inventory anyway one if the biggest problems I have with wheels is they work great when the cargo holds are empty but once i fill up with ore I start having issues
I'm still waiting for the 64bit version of SKSE and seeing if a bunch of my favourite mods resurface before I head back to skyrim, though I have been enjoying a bit of divinity lately :)
Stiffen the suspension by increasing strength as your cargo fills up and you should continue to have reasonable control
yea i had been playing with the growing up in skyrim as well as a mod that allows you to play as a child , thought about making my own mod for it but then decided to come back to SE instead.and found a few new mods for SE that im enjoying now as well as a new map that has Mercury Venus Earth and mars all with moons and no ore spots on any of the planets and with the individual survival mod and the cargo drop pods starting out with absolutely nothing is actually possible now provided i dont get lost with not using the gps way points lol though i did manage to get a beacon made from the first 2 drop pods i scavenged so i think im safe there. and actually was trying to decided if i should try recording it
Wow! That's a seriously hardcore start scenario, are you using a passenger chair attached to it to recharge your suit? Or did you work out some other clever contraption?
well i did do that at first but then i found that the individual survival mod has a oxy gen in the char suit inventory so using that you can add ice and get power and hydro from just mining ice before even having access to a proper refinery or assembler but originally i started off with grinding down just what i needed off one pod then locating another pod getting lucky enough to find interior plates in the cargo of the second pod and adding a seat to that pod and that became my base of operations.
duude i want your specs. :)
time to build a pc so i guess yours is perfect for space engineers.
the performance is the same in multiplayer?
tyyy
Performance in multiplayer you say... Multiplayer has it's own particular issues that you need some patience to get around but can be worth it if you stick to playing with just a few friends.
In terms of what I play on, it's more than you need as I built this PC with editing in mind but what I currently have is an i7 4790K, 32GB RAM, GTX 1080, Samsung 950 pro M.2 SSD and an assortment of other bits a pieces. In terms of making sure you can run Space Engineers well, the main thing is to ensure you have more than 8GB of RAM, while the game can run on 8, the performance isn't quite there for anything but smaller builds. Hope that's helpful for your future build :)
thank you dude ! you rock. i support your great work to enlight us all about things in SE
you can make 2x2 wheels but they are kinda squared
Is that racetrack available somewhere?
It will be soon, I have a couple of little things to do to it before I pop it on the workshop, I'm aiming to get in up on my next days off - wednesday next week :)
if you press letter p the vehicle goes into parking mode and halt completely
Does anyone know if this video still "holds water" my guess is yes/mostly
Sort of, though many of the functions available to control suspension back then are no longer present
Wonderful thanks! I would love to see a chart someone could make where one takes the mass of the vehicle and cross references what the recommended settings on all these should be, for steel floor, medium natural, and off-road travel. One would need to multiply their vehicle mass by gravity of the planet before using the chart I would think.
That would be pretty handy, far beyond any skill I have but there might be someone who understands suspension well enough to make something that's at least a rough graph-based guide
i built a miner and i was on my way to an ice lake adn i got stuck i cant get out of the hole :(
Yeah, that's something which happens a lot with wheeled vehicles, especially miners. I did a stream series where the challenge was to drive from one pole of the planet to the other and it was challenging precisely because falling in holes kept happening :P
Why is it gravity on big planets don't seem to play nice with things. Almost like you can skip driving as it's rather bouncy
Damping is not vertical friction. It's a force proportional to the velocity. There probably is no vertical friction. It's a spring mass damper system.
In context of the rover the damper is creating vertical friction. Your stopping the resonance of up and down motion
could you add this to your workshop?
This vehicle is the basis of the Tick which is posted to the workshop :)
@@Splitsie ok then. I have the tick already. Just been waiting to use it. I don't have the resources on survival yet. Thanks
You just gave me another build idea.a oval race track with indy cars
The crashes should be spectacular! ;)
Inverted Steering for Driving backwards
great thanks
You're welcome :)
pretty useful guide even for its age
Thanks :)
Wastedspace has a pretty good wheel video from way back. It is works pretty good. Based on his video you have too much power in the wheels (normally he puts it at maybe 20% at most unless he is going up a really tall steep hill)
Yeah, w4sted's advice on the wheels is pretty solid. My setup was because I wanted to be able to jump around and do silly things with the vehicle, I wasn't worried about it ending poorly as I was just messing about in creative :P
Because w4sted's gone through the settings I didn't want to suggest particular settings for people to use, I just wanted to go through what each setting changes and how that effects the handling and whatnot. I've not toyed around with them looking for a one-size-fits-all solution so I don't want to pretend I know enough to offer one, if looking for that I'd point people directly to w4sted's advice - that guy knows his wheels :)
Splitsie. Do yourself a favor and watch a video on how semis transport wind turbine blades. You will understand tge purpose of inverted steering. I cringed when i read the comments about inverted steering
You're talking about a real world application, I'm talking about a game one, there's a big difference and the difference was even larger back when I made this video as the most reliiable way to steer was to use a gyroscope and the wheels with very low friction.
@@Splitsie yes and no. Rear wheel steering is used to pivot. At high speeds using 4 wheels with the rear wheels inverted would basically be the quadrasteer system from chevy. Basically it allows the vehicle to "sidestep" and turn without sacrificing stability. When used with a trailer it allows for better turning radius. Or if you only use the rear wheels for steering you would invert the steering so when you turn right the rear wheels would turn left and pivot the vehicle to the right. Run some tests. It may be a real world application but the game bases those particular settings on real world applications. However pressing in a car doesnt preload your suspension for a jump unless youre in a low rider
Sooo Strength=Spring strength Dampening=Shocks Strength
Yep, but dampening is something that you can't modify on wheels any more. It was taken out when they did a complete rework of wheels, while we now can't change as much, wheels work a lot better than they used to so it was positive change in general :)
@@Splitsie shows the last time I played SE! Gonna have to get back in the saddle. Is that why in 1.0 tires are being used on drill ships to stop them from taking damage?
Honestly, I would never recommend using tires for damage reduction of a flying vehicle. In all my drop tests I've done over the years, the fixed wheels have lagged well behind the protection you get from a simple piece of light armour. Wheels on suspension give the best resistance but also cause nightmares with inertial dampening so they aren't a good solution either :)
Prior to my testing of these issues a *lot* of people spread the idea that tires saved grids from damage, which is why I did the tests in the first place (I've run through them on two separate occasions, and might mess around with them again at some point because mythbusters style science is fun) ;)
@@Splitsie thanks for the detailed reply! I do really enjoy these mythbuster videos
You're welcome and they are fun :)
Hmmm lots of options we don't have anymore
Yup, I wish we had kept them as advanced options :(
Without the damping and travel adjustments, suspension feels super rigid. The game that involves engineering I'm wondering why they removed these abilities