Space Engineers

Space Engineers

VC Scout Car
15 Comments
Ahsoka Tano 11 Mar, 2020 @ 9:10pm 
I can help with the immobile problem there: It has to be at least 8 units off the ground, or the game will make it a station, it's an intended feature from what I've read, and your best bet, spawn it in around 2-3 large armor blocks high from the ground
EdgarAllanPwn  [author] 22 Jan, 2019 @ 6:34pm 
If you pasted it in, I seem to recall and SE bug that may or may not have been fixed that can sometimes cause vehicles to be imobile when placed - almost like they're a station. Also, is the handbreak on? Power on? I'm sure you probably checked those already, but good to cover bases. Sorry you're having trouble getting it to work!
Mattyman 22 Jan, 2019 @ 3:36pm 
no matter what i try it wont move
Themicles 23 Dec, 2016 @ 10:43pm 
I've found that the LCDs work just fine if the Programmable Block is updated with the Automatic LCDs 2 script and then the LCDs modified to move the configuration text from the Title to the Custom Data with a simple Cut and Paste. Turns out MMaster updated the system the same day I posted here.
EdgarAllanPwn  [author] 23 Dec, 2016 @ 9:43pm 
Thanks for letting me know and looking into the issue! I have created no scripts myself - those used in my vehicles are come from others so I won't be of much help debugging. I would imagine the issue is just a result of newer builds causing older scripts to fail.
Themicles 22 Dec, 2016 @ 7:34am 
The script attached to this vehicle does not compile in 01_166_011 64-bit Build: 2016-12-16 07:34

The errors are relate to "lMyBlockGroup" not containing a definition for "Blocks"

I have experience scripting for various other games. I will attempt to debug myself (while learning the quirks of this scripting system) while I await a reply.
EdgarAllanPwn  [author] 29 Jul, 2016 @ 1:28pm 
Good enough to post indeed - Interesting angles and shape to the vessel, also I love the use of lighting you have going on there. Great job!
Tired 29 Jul, 2016 @ 9:39am 
well Gope its not a car but heres something i built last night thought it was good enough to post :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=733782225
Tired 29 Jul, 2016 @ 12:09am 
@GopeScope wow thanks man loads of good info here this will help me with my next attemp at a car thank you again
EdgarAllanPwn  [author] 28 Jul, 2016 @ 7:00pm 
A few things I’ve found while messing around with ground vehicles/some tips:

•Strength is the upward force the suspension delivers which holds up the load you place on it (the vehicle). You normally want to have enough strength to hold the weight but not much more or the vehicle will be way too bouncy.

•Damping is the force that resists suspension travel – so if you want a loose suspension, make this smaller and if you want a tighter suspension make it larger. If you’re making an offroad vehicle that will hit bumps at high speeds, you’ll want fairly high damping so that your suspension doesn’t hit its limits too easily.
EdgarAllanPwn  [author] 28 Jul, 2016 @ 7:00pm 
•Friction is another tricky one – this is how much the wheel grab the terrain. If you have this set really high you’ll get an unstable, bouncy, dogtracking vehicle, if you set it too low it will be like driving on ice. In some cases I even have different friction settings for different tire on the same vehicle. For example, I might have rear drive vehicles with midrange friction but forward steering wheels with higher friction so that the vehicle is able to turn better (respond faster to the driver trying to turn that is).
EdgarAllanPwn  [author] 28 Jul, 2016 @ 6:59pm 
•Each vehicle I’ve built has needed its own custom suspension settings that vary depending upon the vehicle’s mass, wheel base width, center of gravity, and intended function.

•My advice would be to tweak these in your build phase only a little – just get your best guess, then when you’re basically done with the vehicle, start driving it around on planets. Maybe spend five, ten, twenty minutes driving around on different terrain at different speeds. As you go you can get a feel for what is going right and what isn’t and make adjustments to the suspension from there. Eventually you’ll get it pretty dialed in.
EdgarAllanPwn  [author] 28 Jul, 2016 @ 6:59pm 
•As much as I wanted to stay away from gyroscopes and atmospheric thrusters, I’ve found them to be indispensible with at least some vehicles (especially those intended to be fast, all terrain, and maneuverable). For stability, I would highly recommend at least some atmospheric thrusters facing so that they can force the vehicle to stay on the ground – this helps tremendously in reducing rollovers while turning or negotiating slopes. They don’t need to be on all the time either, a driver can just engage them if he expects an issue or is in the middle of a near rollover. On very light builds, like the scout car, just a couple small thrusters can make it possible to turn the car into a skimmer when it rolls over. This makes it very unlikely the car will sustain damage even when flying across the ground, upside down, at 300kph. The use of a gyroscope or two can also help with stability for turning and/or roll-over control.
EdgarAllanPwn  [author] 28 Jul, 2016 @ 6:59pm 
•Give some thought to how an operator will be replacing/repairing wheels, suspensions, and other parts of the vehicle’s undercarriage because damage is sort of inevitable when it comes to operating ground vehicles – if drivers drive them fast (and they will).

I hope that helps. Happy engineering, and please shoot me a link to your vehicle(s) when you’re done – I’d love to see them, if you’d like to share! :)
Tired 28 Jul, 2016 @ 4:20pm 
Hey Gope, I was wondering if you had any tips for setting up suspension because I've been wanting to make some ground vehicles. But I can't seem to get the suspension right. I normally only make ships for space but want to break away from that and was wondering if you could help.