Wheels are not in a good place but are a great start
As an avid wheel enjoyer of >3k hours I have to say im very pleased with the return on spring and damper settings, however there are some glaring issues with wheels.
Wheels are missing critical components such as:
- Friction settings
- Max Steer Angle
- Steer speed
- Steer toggle
- Propulsion toggle
- Misc Hotbar settings present in SE1
- Spacebar braking
- Height override
- Power setting
Wheels are going to remain borderline unusable in most cases due to these missing features, and there isnt one specific feature id rather have over any other in the above list, wheels are a system and need their entire all components to be viable. That said...
Things the wheels currently excel at:
- Friction, if the default friction is the maximum they ever will be, im quite pleased with it.
- Spring and damper settings. They cover a comfortable and useful range.
- Physics responses feel tight and fast, the wheels feel properly 'real' and not nearly as mushy as SE1
Things wheels are not good at right now:
- The decision to not have the low end of the suspension range peek beyond a distance equal to that of the wheel's radius means that at maximum compression the suspension will bottom out the vehicle, this in itself isnt an issue, but the fact the maximum is similarly limited it means that there is less ride height and suspension range than in SE1
- Steering speed
- Wheels currently arent hit by the paint tool, or block placement raycasts, meaning in creative its possible to hit behind wheels without even realizing it.
- The maximum wheel size is 4x4 and not 5x5 like in SE1 even though SE2's terrain is capable of much greater variety on a micro scale, effectively limiting rovers as with the suspension range issues.
- Certainly you guys have collision layers by now, its totally reasonable to have wheel colliders using spheres but in a physics sandbox the players and grids should not be colliding with that one, and instead should be colliding with a non-spinning cylindrical collider that matches the wheel's visually.
- Wheel torque has a similar problem as in SE1 with the larger sizes, theres more room for more motor, I dont think anyone would mind if the wheels had more power at the cost of even more power consumption!
All in all wheels are not in a good spot right now, but they are at a great start. If the above fixes to wheels are implemented soon there will be very little reason to need to work on them again in the future.
PS, XL wheel sizes or 'lifted' suspension blocks that push the suspension midpoint further down, I beg of you.
I like this feedback
Hard agree on all points. Wheels feel good from a physics perspective but the config options we're given access to are sparse. I figured we would at least get feature parity with SE1 since they haven't done anything particularly novel with the wheels in SE2. Aside from some physics improvements, the wheels feel like a port of SE1 wheels, but with fewer options.
I do want to throw out that I heard what Marek said on the livestream about potentially supporting wheel deformation, which I would absolutely love to see added. It's an exciting proposition. Bonus points if we also get a new configurable option that would allow us to tweak the deformation in some way, sort of like how adjusting tire pressure works with air-filled tires here on Earth. That said, I'd really like to see at least most of the SE1 options available before they jump on any features like that.
In my opinion, these are the biggest pain points with the first pass at wheels in SE2:
Overall I'm a bit disappointed with wheels at the moment. I thought that the first pass for wheels in SE2 would bring at least most of the same fifteen options that are available for wheels in SE1, and not just... three (damping, stiffness, acceleration). Like sure, we get damping and acceleration, which we didn't have in SE1... but why not all the others too? Presumably most of these options exist already within the game, since they have to in order for wheels to work at all, so why are we not able to change them?
I really hope the SE1 wheel parity comes in a patch or hotfix rather than waiting for another major update to drop.
Hard agree on all points. Wheels feel good from a physics perspective but the config options we're given access to are sparse. I figured we would at least get feature parity with SE1 since they haven't done anything particularly novel with the wheels in SE2. Aside from some physics improvements, the wheels feel like a port of SE1 wheels, but with fewer options.
I do want to throw out that I heard what Marek said on the livestream about potentially supporting wheel deformation, which I would absolutely love to see added. It's an exciting proposition. Bonus points if we also get a new configurable option that would allow us to tweak the deformation in some way, sort of like how adjusting tire pressure works with air-filled tires here on Earth. That said, I'd really like to see at least most of the SE1 options available before they jump on any features like that.
In my opinion, these are the biggest pain points with the first pass at wheels in SE2:
Overall I'm a bit disappointed with wheels at the moment. I thought that the first pass for wheels in SE2 would bring at least most of the same fifteen options that are available for wheels in SE1, and not just... three (damping, stiffness, acceleration). Like sure, we get damping and acceleration, which we didn't have in SE1... but why not all the others too? Presumably most of these options exist already within the game, since they have to in order for wheels to work at all, so why are we not able to change them?
I really hope the SE1 wheel parity comes in a patch or hotfix rather than waiting for another major update to drop.
The above posts capture the state perfectly; I’m going to skip piling on all the things I like about them, as well as overall enthusiastic support for the continued alpha-rollout out based upon player input. Keep up the great work!
That being said… great progress on wheels, AND YET I spent 6 hours of some of the most frustrating / rage-inducing time I’ve ever spent in any version of SE trying to get from a random Point A to Point B on planet via the current wheels: Of biggest concern is simply NOT having the spacebar work as a brake, as is common in almost every single game on the planet at this point. My muscle memory is so ingrained with that, that having to remember to hit the opposing W or S to stop, or slow down to keep velocity under control, was beyond painful. For as much as I’ve looked forward to wheels (and hinges!) I’m going to have to bow out at this point until further changes on this are added. Even if the space bar were to act temporarily not as an actual “brake” but simply apply acceleration in the opposite direction of current travel (emulating the current W and S mechanics) I could deal with it.
Beyond that, as listed above, the problem is exacerbated by not having any kind of speed / max-speed control. (Think about that – no speed control, combined with no brakes?....) I LOVE HAVING WHEELS, but this aspect should be patched ASAP.
I also am deeply in love with the level of detail on the new planets: however (at least in the survival mode), the planet I landed on was just rugged enough to be nearly impassable with wheels: with speed control & brakes, I could pass it off as merely “highly challenging” but spent more time spinning around hills and upside down than I have in years. To navigate to a relatively flat desert area where I could explore the wheels more fully took HOURS and more save/reloads to make progress than I care to admit. From a game-play perspective, the experience pushes me to rush to crafts with flight capabilities as quickly as possible… which completely negates the joy of having wheels. If survival mode had placed on a more “mars-like” planet I could have continued to enjoy it, but building a wheeled vehicle and trying to then drive to the two nearest outposts started off as challenging and quickly became nothing but pain.
Thank all of you for your continued hard work; thank you for wheels, and I’ll thank you in advance for quickly making some much needed changes to them!
The above posts capture the state perfectly; I’m going to skip piling on all the things I like about them, as well as overall enthusiastic support for the continued alpha-rollout out based upon player input. Keep up the great work!
That being said… great progress on wheels, AND YET I spent 6 hours of some of the most frustrating / rage-inducing time I’ve ever spent in any version of SE trying to get from a random Point A to Point B on planet via the current wheels: Of biggest concern is simply NOT having the spacebar work as a brake, as is common in almost every single game on the planet at this point. My muscle memory is so ingrained with that, that having to remember to hit the opposing W or S to stop, or slow down to keep velocity under control, was beyond painful. For as much as I’ve looked forward to wheels (and hinges!) I’m going to have to bow out at this point until further changes on this are added. Even if the space bar were to act temporarily not as an actual “brake” but simply apply acceleration in the opposite direction of current travel (emulating the current W and S mechanics) I could deal with it.
Beyond that, as listed above, the problem is exacerbated by not having any kind of speed / max-speed control. (Think about that – no speed control, combined with no brakes?....) I LOVE HAVING WHEELS, but this aspect should be patched ASAP.
I also am deeply in love with the level of detail on the new planets: however (at least in the survival mode), the planet I landed on was just rugged enough to be nearly impassable with wheels: with speed control & brakes, I could pass it off as merely “highly challenging” but spent more time spinning around hills and upside down than I have in years. To navigate to a relatively flat desert area where I could explore the wheels more fully took HOURS and more save/reloads to make progress than I care to admit. From a game-play perspective, the experience pushes me to rush to crafts with flight capabilities as quickly as possible… which completely negates the joy of having wheels. If survival mode had placed on a more “mars-like” planet I could have continued to enjoy it, but building a wheeled vehicle and trying to then drive to the two nearest outposts started off as challenging and quickly became nothing but pain.
Thank all of you for your continued hard work; thank you for wheels, and I’ll thank you in advance for quickly making some much needed changes to them!
Acceleration and maximum speed are good settings to have for making the rover controllable and pleasant to drive.
But the wheels should also have technical limitations for torque, power and top speed. Those represent what the wheel suspension can deliver (or if we are talking hub engines, the wheel itself.) Ideally adjustable per wheel, with 100% being the limits given by the design of the wheel.
Other than that, I can only 100% agree with the OP.
Acceleration and maximum speed are good settings to have for making the rover controllable and pleasant to drive.
But the wheels should also have technical limitations for torque, power and top speed. Those represent what the wheel suspension can deliver (or if we are talking hub engines, the wheel itself.) Ideally adjustable per wheel, with 100% being the limits given by the design of the wheel.
Other than that, I can only 100% agree with the OP.
And this horror is being perpetrated by game designers from the country where the Tatra 148, Tatra 805, Tatra 813, and Praga V3S chassis were developed... 😵💫
And this horror is being perpetrated by game designers from the country where the Tatra 148, Tatra 805, Tatra 813, and Praga V3S chassis were developed... 😵💫
I have had a heck of a time building a 'basic miner rover' and most of the pain comes from lacking torque and/or height displacement settings. Technically the stiffness/spring-strength can accomodate parts of the 2nd problem. Without excessive gyroscopes and a minimum of a 6-wheel setup I have yet to find a configuration for a mining rover that doesn't immediately get overburdoned with ore weight and gets stuck in the jagged geometry that a forward mounted miner will create.
If there isn't much more that can be done in the SE2 engine to fix wheel problems, I would love to see perhaps a 'planer drill' or 'scraper' that would cut a more smooth path to improve ground conditions for wheels. I really don't want driving to be limited to factory floors.
I have had a heck of a time building a 'basic miner rover' and most of the pain comes from lacking torque and/or height displacement settings. Technically the stiffness/spring-strength can accomodate parts of the 2nd problem. Without excessive gyroscopes and a minimum of a 6-wheel setup I have yet to find a configuration for a mining rover that doesn't immediately get overburdoned with ore weight and gets stuck in the jagged geometry that a forward mounted miner will create.
If there isn't much more that can be done in the SE2 engine to fix wheel problems, I would love to see perhaps a 'planer drill' or 'scraper' that would cut a more smooth path to improve ground conditions for wheels. I really don't want driving to be limited to factory floors.
We could also use plain wheels with no suspension, as they were in SE1. Given that event controllers and timers can not directly drive wheels, at least we could put them on rotors to create self-driving vehicles.
We could also use plain wheels with no suspension, as they were in SE1. Given that event controllers and timers can not directly drive wheels, at least we could put them on rotors to create self-driving vehicles.
So much good discussion!
however I'd have to disagree on the friction amount being sufficient. First rover I built was my favorite style in SE1 with 4 wheels on each side. it couldn't get enough friction to get over small hills. Once I deleted the middle 2 on each side, it was MUCH more capable. It was maybe not a friction issue as much as an AWD issue. wheels not touching the ground were spinning like crazy, but the 3 or 4 that were touching, couldn't get out of their own way.
So much good discussion!
however I'd have to disagree on the friction amount being sufficient. First rover I built was my favorite style in SE1 with 4 wheels on each side. it couldn't get enough friction to get over small hills. Once I deleted the middle 2 on each side, it was MUCH more capable. It was maybe not a friction issue as much as an AWD issue. wheels not touching the ground were spinning like crazy, but the 3 or 4 that were touching, couldn't get out of their own way.
Sub-grid wheels absolutely NEED to be controllable. I saw that we got hinges and rotors and tried to build my own suspension system similar to the ones used on NASA rovers and was really disappointed when the wheels didn't turn. And since the terrain is so difficult, an articulated vehicle is pretty much necessary in a lot of areas.
I also really miss the ability to control the turning angles of the wheels, the automatic system we have right now is neat for four-wheeled vehicles but struggles with everything else. I tried building a small six-wheeled rover just like the one in the trailer, and since only the front wheels turn, the turning radius is really poor. When I made it a little longer and moved the rear wheels back a little, the middle wheels suddenly started turning as well, by the same angle as the front wheels. This small change made the handling significantly worse and the vehicle basically uncontrollable on terrain, since the second you roll over a bump during a turn and the rear wheels lift off the ground or lose grip, the vehicle starts moving diagonally and just weirdly slides around. I can only imagine how poorly vehicles with eight or more wheels turn.
I really hope we get more options with the wheels as development continues. So far, building ground vehicles seems a lot more restrictive and less fun than in Space Engineers 1.
Sub-grid wheels absolutely NEED to be controllable. I saw that we got hinges and rotors and tried to build my own suspension system similar to the ones used on NASA rovers and was really disappointed when the wheels didn't turn. And since the terrain is so difficult, an articulated vehicle is pretty much necessary in a lot of areas.
I also really miss the ability to control the turning angles of the wheels, the automatic system we have right now is neat for four-wheeled vehicles but struggles with everything else. I tried building a small six-wheeled rover just like the one in the trailer, and since only the front wheels turn, the turning radius is really poor. When I made it a little longer and moved the rear wheels back a little, the middle wheels suddenly started turning as well, by the same angle as the front wheels. This small change made the handling significantly worse and the vehicle basically uncontrollable on terrain, since the second you roll over a bump during a turn and the rear wheels lift off the ground or lose grip, the vehicle starts moving diagonally and just weirdly slides around. I can only imagine how poorly vehicles with eight or more wheels turn.
I really hope we get more options with the wheels as development continues. So far, building ground vehicles seems a lot more restrictive and less fun than in Space Engineers 1.
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