Rover stabillity sucks

Deon Beauchamp shared this feedback 21 days ago
Not Enough Votes

How do I put this politely?

Somewhere in the physics between wheels, gyros, mass and thrusters, rovers in SE2 are not playable.

Right siding a rover without access to permanent magnets makes the play much worse.

It is like the game is trying to put me off by letting me spend the time and resources to build a rover, then me see it drive like the wheels are made of bananas and toffee. From what I can tell rovers prefer to drive with the wheels in the air, going nowhere. In open country a vehicle can drag itself along its way like a tired tortoise, yet In woodland a rover can suddenly discover enough energy to propel it self forward at high speed whilst loosing parts and tumbling around, where was all that speed earlier.


Well I know, I can play SE1 instead if I want to build a stable rover, because SE2 is not ready yet.

The stability is so bad that being able to pin point the cause is probably rocket science.

I would guess that there are multiple causes for the stability issues.

It looks like there is lag in the physics between action and reaction.


When combined, the main elements used in a rover build manages to create the common all garden cluster fuck, with all but the most curated form of driving becoming a joyless futility.


A folly so useless as cause one to blow air and think of something else to do.

Please correct and make better ASAP, thank you.

Replies (6)

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I have been looking forward to building rovers in SE2.

Today was a bad day for rover building.

SE2 rovers are not fun yet.

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My experience so far is that the SE2 physics engine treats a rover grid as though the grid were a rover-shaped helium balloon instead of metal and the wheels are the only thing that gravity is pulling on. These things need to have MASS, the suspension needs to travel and respond to obstacles and the whole thing shouldn't bounce in the air when hitting a pothole. My giant rover (think Grover) at 245 tons hits a small rock, the entire vehicle bounces off of it and at least five of the six wheels go airborne. This is the core problem I see so far, these rovers shouldn't go flying, the wheels should all maintain contact with the ground and the suspension should move up/down to maintain that contact.

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I dunno, I've driven hundreds of kilometers with rovers now and while the rock thing ... definitely is an issue, trees aren't too bad for the most part and the while they're far from perfect, they are definitely useable. Don't put gyros on them, or turn them off when you don't need them, and turn off the gyro based steering thing and they should be pretty much fine

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Questions :

Wheel arrangement

Adjusted settings

Wheel size

Mass of vehicle and maximum cargo mass


Max safe speed

Max incline traversable


Thruster assisted y/n - if y then type and number

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Max speed at full turn

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4 wheels, dampening around .7 for most of the crafts I've built. Stiffness changes depending on weights, and I've done up to around 130~ tons of cargo using the third size of wheel. Honestly don't know or care how heavy the vehicle is empty, I build what I build and change it as necessary to make it work.


I change the acceleration depending on the incline for stability, mostly as a workaround because we don't have analog input, but pretty well all the vehicles I've done since figuring out the basics have done 75kph no problem, upwards of 150 with some of them but you're more limited by terrain at that point anyways being that you're on an undeveloped planet.


The incline on my road went as steep as 25 degrees and all of them did that no problem, and the little pickup thing I have on my RP save has gone steeper than 40 degrees with a bit of a run and 30ish at slower speeds.


Max speed at full turn is an irrelevant metric and I've not paid attention to it. That may have some bearing on certain builds when we have analog input but you're tapping the turn button with WASD, if its cruising around at 50kph and stable you're doing well with that level of control.

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Yes, Rovers are pretty much unplayable.


It gets even worse when you have hinges, rotors, or anything on it that creates a separate/sub-grid.


Built a rover with 2 drill "arms" left & right with the cockpit in the center. Each arm had a rotor for swinging up/down & a hinge for swinging left/right.


Idk what the result is called but certainly not "rover". It was very good in brake dancing tho, ngl.

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this is a completely different discussion and is known about, I guess they have some issue right now where sub grids don't add their weight to the main grids properly. Fingers crossed this is fixed soon

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Video of axles and half-axles from various vehicles

https://vid-hot.pr0gramm.com/2026/10/09/9ec032d2e627298d-h264-hd.mp4

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Has anyone investigated the functionality of rovers in reduced or artificial gravity ?

For rovers to be on a par with SE1 they need to function on the planetary moons well.

For rovers to exceed SE1 they need to work on capital ships with artificial gravity and a relative lock.


Every wheel size of rovers has to work well enough to be enjoyed, otherwise what is the point ?

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have not tried in artificial gravity or on the moons yet, but I did answer your questions from a while ago ... sorry I took so long, busy week 😅


I am curious though, how fast are you expecting the rovers to go on the planets? I wasn't really thinking about it before, but I have a bit of a feeling that a part of the rover hate is because people are on mps instead of kph and not realizing how fast they're travelling. Worth thinking about at least.

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Hi Booth, it is good to have the answers to my questions, this will give me the opportunity to test and repeat on your experiences, and to validate the reality of my own expectations.

I am not looking for a perfect sim, but would like the rover experience to deliver some thrills and near misses. On the other hand I would like heavy rovers to offer a good assurance of keeping their cargos intact when tackling otherwise minor obstacles.

I do not hate rovers in SE2, but there is much room for improvement. A simple rover should not be an investment that can be lost too easily for a new player, yes there should be a learning curve, and no it should not be an expensive loss of time and effort with little reward.

The alpha state of rovers, is just that - alpha. I made this post to give feedback on my own experience of building my first rover in SE2, using my SE1 rover experience as a gauge, not unfairly, but to see where rovers in SE2 were at.

I am surprised at how well the initial offering works, but the experience has not reached the fun factor for me yet, and may be I need to adjust my expectations on reliable predictability.

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