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Rovers / Wheels / Suspension needs to be re-thought in SE2

Neytz shared this feedback 14 months ago
In Progress

Most of us would agree that SE1 (Space Engineers 1) rovers are impractical but very cool and awesome to build. The terrain wasn't made for them. And we only had 1 actual type (yes various sizes, 2 grid sizes and 2 different looks from Wasteland DLC). But other than that they were pretty plain.

And when we get Vertical Slice 2 (Planets and Survival update) we will probably get rovers as well...

So we need to get this to Keen As soon as possible.


I believe that there would need to be an absolute overhaul of the wheels in SE2:

Before we start: I refer to block sizes as large (2.5m), medium (0.5m) and small/decor (0.25m).


  1. Grid sizes of Suspension
  • There should be at least 2 variant of suspension for Large(2.5m) and medium(0.5m) grid sizes
  • For example 1x1 block size and a 2x2 block (for medium grid 2x2 would be 1mx1m size), maybe even a 3x3

2. Different types of suspensions

  • So not only that there should be various grid sizes for a unified grid. But different types, some for rovers, some for offroad vehicles, Aircraft/Spaceship suspension and some for like "asphalt roads" (armour block roads)(unless they add concrete blocks (that would be cool))
  • Some would be stiff, sporty, having a good height clearance, small payload and large payload suspension.

3. Various tyres

  • I believe if we put all of that in the g-menu we would search for a long time to find the right suspension and wheels. On that point, instead of having "Add wheel" button have a mini menu under wheels that shows different wheels/tyres we could pop on the suspension. Like we have on LCDs for us to choose what they display.
  • For example, normal road tyres, airless tyres, combat, offroad and exoplanet tyres to mount on and we could choose their size, traction, if they steer, give power etc.
  • To reduce G-menu search time we could even set if the suspension and tyres are on the left or the right side of the vehicle, right in the suspension tab (before we apply which tyres we chose)

4. Ability to have different vehicle types

  • Tanks, please Keen give us Tank tracks
  • Trains, train wheels and tracks would be amazing.

I hope they re-do the wheels in this game even if not as I said it.

You are welcome to criticize, comment, or recommend what could they change. But let's at least get their attention that we want change :)


Also, these wheels look amazing and there is a little robot so small ddd0f7753886341e887af66fe6e2c271 I want to build something like that :)


Note: Pictures were taken from official concept art from Keen in the Pioneer edition DLC in this video from Zer0's Legion; Video: https://youtu.be/Q3UHMA4W44Q?


Example of Aircraft/S suspension

csm_fahrwerk_1_693895f0f3

Replies (5)

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9

I also want to see cononical train wheels for use in all sorts of rail related contraptions. Not just trains, but cranes, garage doors, or the like

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1

That would be awesome, yeah

Would really love to see some sort of rails

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3

In every sandbox ship construction game I've played, eventually people want trains.

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3

I also want to see better support for custom suspensions like the ones on Quantum Chief videos, currently they are only viable if you use a script to control them, it would be nice that vanilla SE would offer some support for wheels on subgrids like adding a "Wheel Controller" block to the subgrid that can be piloted from a cockpit.

Sources:

An example of custom suspensions: https://www.youtube.com/watch?v=WpjW_Vxg99c

Subgrid Wheel Control Script: https://steamcommunity.com/sharedfiles/filedetails/?id=1445055239&searchtext=wheel

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2

Subgrid script really changed my perspective on building rovers I really love making custom suspension it is so tedious and time consuming but satisfying.

Would really love to have diffrent tyres for diffrent terrain and like airless tyres that could not get puncured or destroyed by small arms armament

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Here here

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6

Great ideas here. Especially interesting considering the voxel material qualities they've been talking about. Specifically how the voxels will deform differently based on the material. So maybe the voxel types could also have performance impacts on wheel performance. For instance, hard tyres would get stuck in sand but large soft tyres wouldn't, that sort of thing.

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1

Uu yes that would actually be a great addition, would love to see that yes.

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2

On these rougher planets with water, I'd like to see hovercraft (as a type of wheel) with a plenum to allow you to cross water and land with varying ability (less efficient on slopes). Work like an atmospheric thrust but basically limited to close to ground operation.

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Magnets: https://support.keenswh.com/spaceengineers2/pc/topic/52507-magnets-magnetic-plates

On this link, I left a request for a hovercraft if you want to check it out.

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3

Im excited for rovers and wheels but one big problem I've found is that the planet Verdure almost seem like it was made without considering rovers. The planet is mostly mountains and the coastlines are tiny, in the Welcome To Verdure start you spawn on a mountain, then go to a base on top a hill with rather steep declines to get to the shoreline where it is flat, then you end up on top of another mountain to get the hydro ship going, finally you end up at a crashed ship... on top of a mountain. Don't get me wrong there are plenty of places to drive on Verdure, they are just limited with the scale of the mountains. Maybe Verdure's mountains need better slopes so rovers can get some elevation or just ways to get to more places because at the moment rovers seem obsolete on Verdure, other planets look fine its just Verdure. It may be advantageous to to make a way to pave roads using a voxel tool or something.

I'm not expecting anything to change drastically this is just food for thought.

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2

I share your consern, that is why I made this post so they think about rovers and wheels a bit more so they wont be useless. it would be amazing to get offroad suspension and tyres that actualy lift your vehicle fair amount so you dont get stuck on every ini bity incline

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2

yeah, mech legs needed for that

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Trueeeeee

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5

Roads. Let us make roads NOT with drills but with proper tools that can easily flatten the terrain and smooth it.

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2

Suspensions in SE1 already have adjustable properties that can provide much of what is requested here. I suggest adding presets for various characteristics here, with intuitive names but the parameters also being visible. And some of those need renaming/reworking. "Strength" for instance should be renamed to "stiffness" or to "spring rate" which is the engineering term. "Offset" in SE1 could become "Ground clearance offset" and the sign is wrong. Higher offset should mean the rover rides higher above the ground.

For the size of the suspension, I advocate for making full use of the 25 cm grid and NOT being limited by thinking in "large" or "small" grid. But there should be several sizes, with the larger/more massive ones having greater maximum load and stiffness.

The wheels are mostly fine in SE1, but sometimes I have the impression that they don't follow the rule of

Friction in N = normal force Fn x coefficient of friction µ.

That is more a gut feeling than something I can prove at the moment, but sticking close to established physics here would be desirable. And please, keep that coefficient of friction adjustable. That should allow fun with over-steering racing cars if you set it a bit lower on the rear wheels

And one edit: Please keep wheels functioning on subgrids.

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2

As much as I agree, I cannot agree that Suspension and wheels in SE1 are good.

You get stuck on every single incline that is higher than 30cm...

and no matter how high you make the vehicle as the suspension itself is modeled very ineficiently as it is always a lot lower than the centre of the wheel which makes it so irritating to begin with.

They need to redesign them in my oppinon.


You are welcome to criticise, comment, or recommend what they could change.


My other posts:


Concrete: https://support.keenswh.com/spaceengineers2/pc/topic/51732-concrete-blocks-possible-stone-fix-seperate-tool-to-extract-stone-as-ore

FOV: https://support.keenswh.com/spaceengineers2/pc/topic/52059-hot-key-to-change-fov-while-playing-the-game

Magnets: https://support.keenswh.com/spaceengineers2/pc/topic/52507-magnets-magnetic-plates

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2

For optimizing the ground clearance in SE1, I like to put my wheels on a short armor bump like in the screen shot. In this case, the rover has a 25 cm thick bottom plate of light armor, the wheels are attached on 50x50x50 cm blocks. That gives an extra 25cm of ground clearance, except right at the wheels.

In SE2, the "prototype" suspensions shown in a preview look like they could still be attached if you mount them a bit deeper, so they protrude a bit from the bottom of the rover. If not, use my trick above.

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