Wheels are not in a good place but are a great start

Turretproblems shared this feedback 20 days ago
Not Enough Votes

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.

Replies (8)

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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:

  1. No sub-grid wheel control: I'm honestly astonished this isn't available from day one of the wheels update, given that I was able to do this in a couple hours one afternoon with a programmable block on SE1. Please Keen, just extend the cockpit inputs to wheels on sub-grids! It doesn't have to be perfect. We can tweak the steering and propulsion if you also expose those to the UI so we can change them too. Then we can dial in our own setups.
  2. No ability to set power or speed limit: The acceleration option is all we get that's even close. I assume this just prevents the wheels from spinning too fast too quickly, which would mean that maybe it's not the same thing as the old "power" value. The wheels feel super sluggish with low acceleration values, which is intended, but switching to high acceleration to mimic a traditional electric motor (instant torque) makes it far too easy to go way too fast. We absolutely need to be able to set a maximum speed limit. It seems like acceleration, power, and speed limit would be necessary: Obviously the speed limit would control your maximum speed, power controls the amount of available wheel torque, and acceleration would control how fast you get to max speed. Between those three, we'd have a bit more control over propulsion than we did in SE1. So we just need power and max speed since acceleration is already present.
  3. No ability to manually control which wheels turn, how far, how fast, or which direction: Most of this is essential for anything beyond the most basic rover setups. I have no means of properly setting up Ackermann steering geometry, for instance. Also, the fact that steering just happens automatically is unacceptable. Don't get me wrong, it's great for casual players, but at least give me the option to manually configure the steering and override the automatic stuff to achieve what I can in SE1. How am I supposed to make the rear wheels turn and not the front ones? I can't make a standard forklift setup or even typical rover steering (rear wheels turn opposite)!
  4. No ability to control which wheels have propulsion (or which direction): Assuming sub-grid wheel control gets added, there would need to be some way to control whether or not the wheels should respond to forward/reverse inputs. Maybe powering them off would be sufficient. That said, there are more use-cases other than sub-grid control where this is necessary so it definitely needs to be added.

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.

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Im also expecting that if this is done it is in a patch, hopefully sooner rather than later, this particular slice seemed to be hyped up quite a bit compared to others. I think its interesting that like you said, they already have these values in order for the systems to work at all, so why are they not exposed to us as in SE1, I really cant think of a good reason that it is the case other than a lack of time, but certainly configuration of such things are automatic? idk, I'm hopeful that not only do they recognize what they are forgetting but also provide at least a simple explanation as to why they weren't there, its understandable that they have alot going on at the moment.

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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!

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That's actually something I forgot to mention in the main post, that is the replacement of the brake with having to hit the opposing movement key. Its an idea so opposed to video game instincts and space engineers envirornment I can only imagine an LLM came up with (stole) it from somewhere where its application was desirable.

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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.

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Personally id be interested if wheels could have module slots much like the batteries, maybe power modules of some sort that cause the wheel to consume more power for a increase in torque. Ultimately changing the max value that could be accessed in the slider.

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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... 😵‍💫

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Another reason to be surprised by the lack of sub-grid wheel control. How are we supposed to make something like the Tatra backbone?

I really hope Keen is cooking something up nice for the custom suspension enjoyers. It appears that the new pistons have some springyness built-in, as they will compress due to grid weight even after they're extended (SE1 pistons do not compress with weight). It's just a shame that SE2 pistons also can't lift anything. Seriously, why so weak?

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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.

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Id also like a 'planer' style mining drill that maybe rounds where it digs to the nearest x voxel so you can more easily get flat surfaces while mining, unfortunately any additions to improve wheels would be useless with wheels as they are now...

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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.

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I completely forgot to mention the lack of those! I'm still being surprised how much this update missed!

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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.

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You know I noticed something similar on my favorite 3 three axle, hopefully whenever we get friction controls, we get excessively large and small value min/maxes so we are both happy!

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Friction isn't the issue. Proof: I've seen a few YouTubers encounter the very same issue I came across when testing our first rovers. The first time we made a mistake and ended up going too fast, we panic braked... then did a front-flip. This is because the wheels absolutely do have a lot of friction. Although I think the wheel friction varies with voxel type. The wheels being under-powered doesn't help though. You can see BenDoesThings flip during testing of his first rover in this SE2 promo video. It starts right after a very slow speed test with wheel settings on default acceleration values, which is damn slow. So he increases it to max so it actually moves and then the braking becomes too effective, which you'll see at the end of his little speed run. On a side note: I do think the wheels need like 50% more torque, but that is my same sentiment towards SE1 wheels.

What you're experiencing is a classic suspension issue though. This absolutely exists in SE1 as well as SE2. If you've got a vehicle with fully independent suspensions for all of the wheels, it'll be butter smooth over any small undulations as long as they're not overpowering the available articulation, but it quickly becomes crap once you hit rougher terrain. Since all of the wheels work independently and are all attached to the same rigid frame, hitting big bumps just lifts wheels off the ground and then your torque is wasted. You need a suspension system that makes wheels work together. I assume this issue is more prevalent in SE2 because the terrain is actually rougher (minus the "crags" from SE1), so it seems like a bigger problem in the sequel.

Demonstrated in SE1: You can see what happens when you have an 8-wheeler going over a large bump. If we number the wheels 1-4 from left to right, both front (1) and both of the rearward-middle (3) wheels aren't even touching the ground at all. Only 2 and 4 are touching. So half our wheel torque is wasted doing nothing but free spinning.

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This can be mitigated somewhat by just softening suspension strength a bit, but the rigid frame prevents us from achieving the best overall situation, which would have all wheels touching the ground. The best I could do without just removing all strength from the suspension is having 2, 3, and 4 touching, while the front wheels (1) are still airborne. I could remove the middle sets of wheels, leaving only the fronts and rears, but then we'll just bottom out on the bump.

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If we implement a dual walking beam, with both fronts (1,2) on a walking beam, and both rears (3,4) on a separate walking beam. We can keep all of the wheels touching the ground, while completely de-coupling this from suspension strength, so we can still carry heavy loads.

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I'll include another photo of the dual walking-beam setup from the top so you understand how this is made and how the articulation works. It's not very complicated, just a rotor and a lever with wheels at either end:

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At least in SE1, so long as you keep all wheels in contact with the ground, the wheels do feel like they mostly have enough power. The walking beam suspension is superior in rough terrain over independent suspensions because when one of the wheels attached to a "beam" hits a bump and is pushed upwards, the wheel on the opposite end of the beam is pushed downwards, rather than being lifted. This not only keeps the wheels in contact with the ground far better, it also more evenly distributes the vehicle weight amongst all wheels. The combined effect maximizes the available wheel torque and friction to propel the vehicle. It's a night and day difference. It's just sad that this isn't doable in SE2 yet because of the lack of sub-grid wheel control.

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The singular wheels are a must for full testing their full functionality as I use them for monorails and many other contraptions, they also make very good impact cushions, I have seen this on sea tugs on earth so it's a decent idea.


I'm still happy with the wheels though but also can't wait for more ways to test and use them.

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I would like to suggest my idea for more complex wheels/drivetrains for this again, because with the granularity we have now it's far more viable than SE1 to make a full linkage setup plus springs, and axles/the like would be a great evolution to solve these new problems.

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(meant to leave a comment instead of replying)

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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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