Space Engineers

Space Engineers

Deployable Hoverbike
35 Comments
RougeSable 21 Mar @ 3:47am 
This awesome mod is part of our collection "Sirius - An arcade vision of a survival game" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154892496

Thank you to offer this to the community ❤️ Unfortunately buggy and abandoned
RougeSable 2 Feb, 2024 @ 1:47am 
Same bug reporter in 2021 by Zombie, the keyboard shortttttttttcut stops working on a dedicated server after a while, could you update that please?
RougeSable 1 Feb, 2024 @ 11:54pm 
People still report (continuous) damages using the hoverbike.

Pro tips, we use it in addition with 2 mods:
- Jetpack speed limit 30m/s
- a speed limit for small grids at 200m/s and large grid to 300m/s

This way we really want to rely on hoverbikes on planets !
RougeSable 27 Jan, 2024 @ 3:48am 
Second issue, I sometimes take damages when I trigger the hoverbike
RougeSable 22 Jan, 2024 @ 4:42pm 
Hi, you wrote "I will add a way to designate custom prefabs in the future", could you explain how in details please!
abordoli 4 Aug, 2021 @ 8:14am 
What would be awesome is if we could make our own and use this mod to deploy it.
Zombie 5 May, 2021 @ 9:16am 
Bug?/Broken? Have this on a dedicated mp survival mod server and after a random time it just quiets working. When we try to deploy it we get the red flash but that is it. Also if you visor is up you take damage even if it is warm and there is O2. But on my single player i have no issues at all.

I really would like this to work it is a fun bike to ride and the least troublesome to driver over rough terrain
sevya 9 Jun, 2020 @ 3:33pm 
That is a LOT of fun! Great mod! The only thing I would add is a way to engage the thrust override for the forward thruster.
Dorimanx 21 Apr, 2020 @ 1:07pm 
That is awesome!
Klime  [author] 10 Apr, 2020 @ 10:48pm 
Update: Now conserves velocity. Should be smoother when spawning
Zuribachi 20 Mar, 2020 @ 10:54am 
Awesome mod, loving it! Though the bike needs an ore detector :D
chfish 18 Mar, 2020 @ 4:54pm 
how can i change the key for deploy, I would like to make a version of your mod for my own use that involes having two deployable vehicles and I was wondering how to change the key so I can make another mod that uses the same code?
KOCZIS 9 Mar, 2020 @ 2:43pm 
your hoverbike is looking nice but j think that my looks better.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017477215
:steammocking:
DeAnti 7 Mar, 2020 @ 11:12pm 
ok... the seat makes it wayyyyy better thank you
Klime  [author] 7 Mar, 2020 @ 4:35pm 
Updated with Hover Bike Seats from Spacebar! Enjoy
DareRickery 3 Mar, 2020 @ 8:29pm 
A Destiny feature, now in SE
FinalCPU 3 Mar, 2020 @ 6:24pm 
Gotcha, neat thanks
Klime  [author] 3 Mar, 2020 @ 6:21pm 
Updated with an in-game screenshot

@FinalCPU Your method works, note however it won't spawn that grid if you are a client (in Local MP or on a DS). A more reliable method is to create your own "hoverbike" prefab, then upload it as a mod. Loading THAT mod after THIS mod in the mod order, will overwrite the default "hoverbike" prefab

I will add a way to designate custom prefabs in the future
FinalCPU 3 Mar, 2020 @ 6:14pm 
JackRPG on youtube has a video about how it works.

Also, digging into the files shows it's pretty trivial to change which vehicle spawns. Simply paste a small vehicle grid (no sub grids, they don't get deleted properly), change the name in the info tab of the vehicle's control panel to "hoverbike", copy the renamed grid, go into F11 dev menu and "export clipboard to file" to make a Prefab version located in AppData / Roaming / SpaceEngineers / Export, copy that.

So you can revert if something goes wrong, backup the original 'hoverbike.sbc' in (Your Steam Folder) / steamapps / workshop/content/ 244850 / 2008309679 / Data / Prefabs then replace with the hoverbike.sbc you just exported.
Godzilla fan for life 3 Mar, 2020 @ 4:51pm 
especially when it requires 2 other mods
Godzilla fan for life 3 Mar, 2020 @ 4:51pm 
exactly my issue with this mode Pred, Like I have no clue what this does
Pred 3 Mar, 2020 @ 3:46pm 
Some screenshots would be nice. So people know what they are subscribing to.
FinalCPU 3 Mar, 2020 @ 3:12pm 
I'm also curious about where the blueprint is stored and if it could be substituted with a custom one.
JWA 3 Mar, 2020 @ 8:20am 
Now we need the Star Wars speeder bike and the Dragonfly from Star Citizen...
Priam 3 Mar, 2020 @ 2:50am 
saaaaayyyy. Could we get a BARC version? :steamhappy:
DeAnti 2 Mar, 2020 @ 7:09pm 
fun mod... is the a way in the mod config to change the bike to one of my own builds?
Godzilla fan for life 2 Mar, 2020 @ 5:05pm 
kinda wish there were either some more screenshots or just a better screenshot
Planewalker 2 Mar, 2020 @ 9:00am 
Nice work!

v-(ofc it doesn't work in gravity; there is no gravity for the engines to work with :)
Zramura 29 Feb, 2020 @ 11:28am 
1 note it dosnt work in space
SourceStick 29 Feb, 2020 @ 10:47am 
Next you should try to make a deployable .50 cal machine gun with AWG's awesome weapon pack. I already have made a (currently private) blueprint that could work!
Klime  [author] 28 Feb, 2020 @ 4:58pm 
Updated with an awesome hoverbike from Wolfman
Klime  [author] 28 Feb, 2020 @ 9:02am 
Patched. Thanks for the report
Takeshi 28 Feb, 2020 @ 8:52am 
looks a little bit different than the thumbnail ;-(
But a nice idea. Please check the CTD while leaving another cockpit or seat.
Parameter name: String
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt64(String value, NumberStyles options, NumberFormatInfo numfmt)
at Klime.DeployableBike.DeployableBike.PlayerCockpitLeft(String entityName, Int64 playerId, String gridName)
at Sandbox.Game.Entities.MyCockpit.RemovePilot()
.....
JWA 27 Feb, 2020 @ 7:47pm 
What black magic is this?!
DeAnti 27 Feb, 2020 @ 4:03pm 
Yes i was waiting for this one thank you