[1.190 SP] Modded Wheels make a vehicle uncontrollable after reload

Takeshi shared this bug 2 years ago

Got this reportet for my Plane Parts Mod and have tested it with other Wheel Mods.

Found out that this behavior will start only in this case:

- Reloading the game while controlling a vehicle with modded wheels

- having active thrusters on the vehicle

Tested with:

Wheels from "Plane Parts" Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=837058476

"Wheels" Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=503321913

To reproduce it:

- build a flying vehicle

- remove vanilla wheels

- add modded wheels

- control the vehicle

- save the game (while controlling the vehicle)

- reload the game with f5

--> problem starts, if not, try to fly forward

Vehicle is shaking, rotating, moving and is mostly uncontrollable.

Thank you for checking it out.


Comments (10)


Hello, Engineer!

Thank you for your feedback! Your topic has been added between considered issues.

Please keep voting for the issue as it will help us to identify the most serious bugs.

We really appreciate your patience.

Kind Regards

Keen Software House: QA Department


Hi Keen, since my report something has changed, the bug is nor longer only related to modded Wheels, vanilla wheels have the problem too.

In my tests i found out that the center of mass from the whole grid (including subgrid) is calculatet wrong in the moment you have turning wheels on the grid. The COM will also moving.

To make it easier for you to see it, i made a mod and a world to highligt the COM bug. In the grid with wheels a red square show the COM of the whole grid. Sit into the Cockpit and press forward, you will se the red squeare rottating arround the ship and you will crash.


Adding Gyros is reducing that effect, the testships in the testworld have 0 Gyros.

Thank you and have a nice day.


That world does show the issue (with yellow square not red :P) quite clearly, and in fact it's a game issue alone, the wing or wheel mods are not required to replicate it.


1. Get the world from above reply.

2. Remove all mods (or just the plane and wheel mods so you can see the ship CoM drawn by the other mod).

3. Enter one of the wheeled ships and fly forward.

4. Inevitably crash because it starts aggresssively spinning forward.


(I can't edit my above reply because I have no button to save changes... why are there so many bugs with this bug reporting platform xD)

I also replicated this in a totally different world with a different ship provided by one of my wing mods' players, there I removed my mod aswell and it started to spin wildly from simply flying it forward after loading the world with it stationary.


Since I was informed in discord (in public modding channel) that the issue is something about the shared mass getter breaking (I dunno why the message couldn't be posted here), from my tests I still found a 100% vanilla case that makes the ships in that world flip.


1. Get the world from Takeshi's comment and remove all mods.

2. Place a gyro on one of the wheeled ships.

3. Enter its cockpit.

4. Save and reload.

5. Fly forward then exit cockpit while it's moving.

It should now start to wildly rotate.

And I still think the shared mass method needs proper fixing OR some summary on it explaining what the reference grid it *expects* in order to not break the rest of the game when using it.


Then there's this world, you just need to load it and the ship you're in just starts to rotate for no reason:


It has gyros turned off.


Hi Keen,

after your comunication with Digi on Discord we have removed that code and replaced it with another solution:

var gridSharedProperties = MyGridPhysicalGroupData.GetGroupSharedProperties((MyCubeGrid)grid); applyForceAt = gridSharedProperties.CoMWorld;

But, to show you that the Code is not the reason for the basic problem, i made this:

- a copy from my Plane Parts Mod without scripts- a world with only that mod

Wolrd: https://steamcommunity.com/sharedfiles/filedetails/?id=1880032484

Blueprint of the plane (add thuster): https://steamcommunity.com/sharedfiles/filedetails/?id=886839167

Open the world, you will start in front of a plane. Jump in and use forward thrust.

You will see that the plane is trying to make a looping (nose up).

You can fix that by leaving the cockpit and jump back in. This works only if the plane is moving, not while it stand still.

Hope you can reproduce it and maybe you find a reason for that.

Thank you.


any Progress?

My last example shows it without any active Script and it is reproducable.



И что делают колеса так?




this should be fixed in 198.

Thank you.

Kind regards,

Keen Software House: QA Department