Space Engineers

Space Engineers

Tank Tracks Framework & API
112 Comments
Confuoco Jun 4 @ 5:29am 
No, its just decoration.
Nyxborne May 11 @ 10:40am 
Do tracks give your Rover an advantage? Like do they grip the ground between wheels?
Sypher May 11 @ 8:03am 
@Digi, MP Server, and we added Tracks over Vanilla wheels and so far it seams to be working. I will keep you informed. Thank you for the reply.
Cona6789 May 8 @ 9:10pm 
I will next time we play together, dont know when thatll be but ill post it here
Digi  [author] May 8 @ 4:08pm 
I can't reproduce it in my dedicated server, so it's either really requiring player-hosted or it's something else going on...

Is it an actual error that tells you to send me the log? if so can you send your friend's SE log [spaceengineers.wiki.gg], either here or on discord ( @m_digi )
Otherwise if it's just an informational message can you tell me the exact wording, or screenshot it.
Cona6789 May 8 @ 12:42pm 
It happens whenever he tries to enter any seat on any blueprint, large or small grid, including vanilla seats and modded seats. I am on a MP client hosting for friends only through steam.
Digi  [author] May 8 @ 2:23am 
@Sypher
I'd like to find out, did you find any specifics on how it triggers? Also do they only vanish visually, if you equip the track builder can you place them right away or do you have to remove the invisible ones first?
Also is this in singleplayer or are you a MP client?
Digi  [author] May 8 @ 2:01am 
Only your friend does that on that vehicle, not you (the host)? Can you send a blueprint of the vehicle please :} upload to workshop or discord or wherever you want really.
Cona6789 May 7 @ 10:39pm 
when i use this mod solo it works great, when i use it on my MP server my friend gets an error when trying to sit in any seat, something about tank track framework no default perspective i think
Sypher May 1 @ 10:47pm 
Mr.Digi, Thank you for a wonderful mod... Just wondering here, could the new updates have broken something about every twenty minuets or so one or both tracks on my only tracked vehicle keep diapering. Any idea why?
Digi  [author] Apr 4 @ 3:25pm 
Try event viewer maybe it hints at something there.

Also if you can reliably cause the crash, attach dnspy: https://spaceengineers.wiki.gg/wiki/Scripting/Debugging_with_dnSpy
And enable stackoverflow in the exceptions window to see if there's an infinite loop going on somewhere.

Other server admins might have better ways of identifying log-less crashes like these.
Xeno Games Apr 4 @ 2:32pm 
Fair enough. It's not like this game is that well coded to begin with lol.
The logs have no information, it was ghost crashing. Everything was running in the logs like normal then the logs show the server starting. So now i have to do the ole trial and error method.

What my findings so far are pointing towards is something in the modlist is not playing nice, and when i saw the mod profiler error, i figured it was worth looking into. Thank you for responding though.
Digi  [author] Apr 4 @ 6:45am 
It's done in a safe way that was suggested by a dev a long time ago for WC to use, and WC does it similarly.
The game can't tell the difference between just doing physics stuff in a thread versus doing physics stuff in a thread while main thread waits for those to finish. The major difference is main thread being paused during that results in world not progressing, therefore physics engine not writing to the things that we're reading from.

In short, it's fine, it's very unlikely to be the cause of your crashes. You should instead look at the log where it says the crash happened and go from there. If you need help there post it in the #help-for-community-servers channel in KSH discord.

As for desync, the game itself has some of those built in, it really depends on what desyncs and how and all that, same channel for those questions because you'll find experienced server owners.
Xeno Games Apr 3 @ 8:23pm 
So the warning in mod profiler, "Mod Tank Tracks Framework & API is accessing physics from parallel threads. This is not safe and might cause the game to crash or behave unexpectedly", i'm assuming form your statement above about mod profiler that you're aware of this? If not, well im getting this warning on my server. Having some crash issues and desync. Unsure if this is the cause at this time but will test to see. Really great mod btw, crossing my fingers this isn't the cause...
STUV Mar 13 @ 3:42pm 
Help, me please. I'm found bug in track mod. How to fix ?
https://youtu.be/t8jFB74UKW4
Mike Dude Jan 12 @ 4:51pm 
I posted in the keen discord but wanted to share it here, too.

I believe I found a fatal crash to desktop error with the ReplaceWheelModel mechanic. I successfully set up my ini, so it replaces the wheels on the suspension with a custom model.

Steps to reproduce:
1. Apply a track that swaps the wheel model.
2. Remove the track with the track tool. Observe that the new model stays and does not revert to the vanilla wheel.
3. Apply a new track that also has a wheel replacer. Observe instant crash to desktop, and no stacktrace in the game log.

If I were to guess, it is trying to replace a wheel or model that has already been replaced and is no longer there. When I change step 3 to apply a track that doesn't replace the model it has no problems.
Moros Jan 12 @ 4:25pm 
Does this actually have a gameplay effect or is it only decorative?
kennet0508 Jan 9 @ 2:52pm 
The SE2 support page is open Time to add feedback that this needs to be a vanilla feature xD

https://support.keenswh.com/spaceengineers2/pc
Digi  [author] Dec 8, 2024 @ 3:43am 
@Rias2211 This relies on clientside scripts which are not allowed on consoles. In more words on the link at "mod io?" section in the description.
Rias2211 Dec 7, 2024 @ 12:14pm 
hi is it possible to publish the Tank Tracks Framework & API on mod.io I want to try to test this mod on the ps5
DarkXeRoX Nov 7, 2024 @ 12:42am 
lemme have a dig around on the servers and poke you on discord
Digi  [author] Nov 6, 2024 @ 8:52am 
Did you have these errors before the builder got updated? let's say 1 to 3 november to account for timeszones.
And can you send the latest log, I'm not sure what's going on with it, seems it might be wrongfully calling stuff in a thread and needs deeper investigation xD
DarkXeRoX Nov 6, 2024 @ 7:28am 
16:27:27.1761 [INFO] Keen: TankTracksFramework v1.1.3 error/exception: Tank Track Pack: Morue (Steam:3225398014): 'Abrams_Large_5x5_Static': Error processing spawned 'C:\Dygamic\NexusV3\Servers\S5Naval\31004 Node 4 Europe\Instance\content\244850\3225398014\Models\AbramsTrackLink.mwm': System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()

but no longer the spam once server is running
just done a restart of the server just incase but still shows
Digi  [author] Nov 6, 2024 @ 5:29am 
Are they identical? Showing model names and then error in SpawnSegment()? O.o
DarkXeRoX Nov 6, 2024 @ 2:58am 
sorry went to sleep lol

Still throws the initial errors but doesn't spam anymore
Digi  [author] Nov 5, 2024 @ 4:01pm 
Oh! Nvm, now I see what's up. The model spawning was indirectly called by the builder that was asking for the API DS-side, which chain reacted into those errors.
It should load fine now that the builder was fixed, and now I know what other checks to add xD
Digi  [author] Nov 5, 2024 @ 3:57pm 
The second error is from the builder mod and was fixed, that wouldn't impact the existing vehicles.

The first error is a weird one, I did a quick test on a DS with the morue mod and I don't get any errors :lunar2020thinkingtiger:
Can you try a restart to see if the fix for the other mod got rid of errors in this (but it shouldn't affect it like that X_X)
If it's still happening, what else changed besides my update on the builder mod?
DarkXeRoX Nov 5, 2024 @ 1:19pm 
none of the servers running the mod currently have a vehicle with tracks on it
DarkXeRoX Nov 5, 2024 @ 1:19pm 
@digi

since update getting a bit of a error spam on the server

21:59:37.7591 [DEBUG] Keen: ### TankTracksFramework v1.1.3 initializing...
21:59:37.8151 [INFO] Keen: TankTracksFramework v1.1.3 error/exception: Tank Track Pack: Morue (Steam:3225398014): 'TigerOne_Small_1x1': Error processing spawned 'C:\Dygamic\NexusV3\Servers\S5Naval\31004 Node 4 Europe\Instance\content\244850\3225398014\Models\Tiger1TrackLink.mwm': System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()

for every model

Followed by endless spam:

22:05:13.6689 [INFO] Keen: ERROR Digi.TankTracksPlacement.TankTracksPlacementMod: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracksPlacement.TankTracksPlacementMod.UpdateAfterSimulation()
Digi  [author] Oct 29, 2024 @ 12:53pm 
Fixed another case of "invisible tracks" where the vehicle was not moving so it didn't update them when placing.
Zylian3907 Oct 22, 2024 @ 5:44pm 
Nevermind, figured it out. Apparently Consolidation Propulsion has its own track model for the wheels and it can't select the ones from this mod, odd.
Zylian3907 Oct 22, 2024 @ 5:37pm 
Can someone run me through how to use this mod? I swear I've tried pressing every button on my keyboard while using the builder and I cannot for the life of me figure out how to select other tracks.
morpheusfd Oct 22, 2024 @ 2:25am 
@Digi Yeah, thank you very much, my fault, I subscribe and forget to install it with other mods. Now it work fine and I want to thank to you for your mod, it's just fine et cool :-)
Digi  [author] Oct 19, 2024 @ 6:38pm 
@morpheusfd
The "Tank track over vanilla wheels" is indeed the requirement (or any other mod that adds tracks), is it added to the world? Subscribing does not install it, it merely pre-downloads it.
If you did, can you send me your SE log and maybe a video of how you're trying it, might a bug I missed. Feel free to add me on steam or DM me on discord @m_digi if you don't want the log public.
Digi  [author] Oct 19, 2024 @ 6:38pm 
@Thedarkpickle
Was that after the 1st september update? I thought I fixed those :(

@Mr. Glooop
The grid that hosts the suspensions needs to have at least one owned block, are you sure there is? If so can you send a blueprint or world where that happens.

@Darkaiser
The morue one I think has support for a bunch of modded wheels.
If not, you can also do it yourself without even copying models from a mod, you only need the .ini file and inherit from one of the mod's tracks and boom you have their model (unless you set SegmentModel and such :P). How to make a local mod and all that is available on the SE wiki: https://spaceengineers.wiki.gg/wiki/Modding
morpheusfd Oct 19, 2024 @ 6:00am 
« Impossible to place tank track builder, does not have any track design to linked to it » but I have Tank track builder and Tank track over vanilla wheels installed to. How can I make this work ?
Darkaiser Oct 16, 2024 @ 12:14am 
I LOVE this mod! It looks so good on many vehicles! Like many others, I have a favor to ask though: Is it possible to make this compatible with any of the larger wheel mods? There are several including 7x7, 15x15 and even a whopping 25x25! Like many builders, I like making big land ships and I'd really like to see your tracks on them!

Thanks for a great mod!
Mr. Glooop Oct 1, 2024 @ 5:06pm 
So far the mod has been fantastic on a majority of our crafts. I seem to be having the same issue someone else was having where i cannot place tracks because it says the grid is neutral or enemy. I have transferred ownership around and tried everything someone else suggested. any way to force the mod to allow me to put tracks on the vehicle? appreciate your work!
Thedarkpickle Sep 4, 2024 @ 11:13am 
I'm getting an issue where any tank tracks I place on a new vehicle are physically there but visually refuse to appear, tank tracks also seem to despawn on older grids
Digi  [author] Sep 4, 2024 @ 7:58am 
I only see Leopard 2 on vanilla but I think it has the same issue, you're seeing them pop in one link at a time as you get closer right? My code doesn't do that, it's hiding the entire track if it's too far away.

What I'm seeing by opening the .mwm with notepad is that it's supposed to have LODs, so this is the game showing the inexistent LODs xD and for some reason on world reload it just realizes they don't exist and stops trying to use LODs.

I'll inform the author to repack the models or include the LODs.
DEREOTU Sep 4, 2024 @ 6:12am 
I just entered the game and now some tracks are working fine. I think this is not about view distance. I guess saving and loading the world fixed that. Maybe this is Morue's pack's problem. Anyway, thanks for your attention :)
DEREOTU Sep 4, 2024 @ 5:57am 
I'm using Leopard 2A tracks from Morue's Tank Tracks Pack and the size of the ship is 40x90 (large grids). I can share blueprint but I am not sure how can I do that. Am I just upload the blueprint to easyupload or google drive and paste the link here?
Digi  [author] Sep 3, 2024 @ 8:31pm 
It's calculated to not be noticeable but I only tweaked it with mine (on small and gigantic large grids too).... which track mod are you using, which design specifically, which grid size and how far away we talking? A blueprint will likely help too :}
DEREOTU Sep 3, 2024 @ 3:58pm 
Now, I'm working on a huge landship. However, view distance of the tank tracks are very short and everytime disappering when I'm working on the other side of the ship. How can I increase the view distance ?
Digi  [author] Sep 1, 2024 @ 1:29pm 
Ok I got it with railgun, it's very random indeed and still not entirely sure what causes it.
But while testing for this I also found some duplicate entityId errors which I did attempt to fix previously, so I just gave up and moved entity init to main thread xD Seems to've fixed both so far, but because they're so random I'm not certain.

TL;DR fixed the below isues hopefully :}
Kitsuni Aug 25, 2024 @ 5:06pm 
I'm also getting the disappearing issue, built a new truck, nothing too much on it, set the tank tracks and after a few seconds they disappear, though the mod still recognizes those wheels as tracks.
John Helldiver Aug 7, 2024 @ 8:09pm 
I'm getting the disappearing issue too. It happened when I fired a railgun using a turret setup.
76561198040172855 Jul 31, 2024 @ 1:26am 
Have you tried adding/deleting blocks from your vehicle? I'm also using other mods such as AWG's Convenient Weapon Pack, Kontakt Ground Systems, Consty's Aircraft Pack, etc. It may be a conflicting mod, I'm not sure. I'll give that a try and see what happens.
Digi  [author] Jul 29, 2024 @ 10:08am 
Hmm I can't seem to reproduce this, I tried shooting a gatling gun on the vehicle, I tried going very far away and back, tried shooting the vehicle with a rifle until some random block broke, nothing seems to make it vanish.

Can you first check with just a tracks mod (it will bring this API mod automatically) to see if it requires some other mods to be present, and if it still repros can you send that world and some steps to repro it.
Sev Jul 28, 2024 @ 7:55am 
My tank tracks do the same as well tho it tends to be when I turn the camera or am doing anything mining related * Since that is all I have on my Tracked vehicle.