Space Engineers

Space Engineers

Tank Tracks over Vanilla Wheels
112 Comments
Digi  [author] Apr 27 @ 6:17am 
Only visual as it is right now. Someone could program something like that for it because it has a mod API but it's not an easy task because there's issues to solve.
CedrychSkye Apr 27 @ 5:16am 
Do the tracks actually provide any practical usefulness for things like bouldering or is it just a purely visual mod?
Digi  [author] Apr 7 @ 11:23am 
Oh yeah I forgot to mention that one in the framework mod, added, thanks.
Civilized_Man Mar 28 @ 1:00pm 
Should make a note about coloring the tracks on the mod description, They are the color of the suspensions being used :)
Civilized_Man Mar 26 @ 11:45pm 
how do you change the color of the tracks?
BlamefulAtol Mar 17 @ 2:08pm 
Nice mod . I have probleme the wheel start jaming for no reason that i can see it was wocking great and just start jaming?
STUV Mar 13 @ 3:37pm 
Help, me please. I'm found bug in track mod. How to fix ?
https://youtu.be/t8jFB74UKW4
Moros Jan 12 @ 4:24pm 
Is this purely visual or does it actually benefit traction?
Ralkey Dec 26, 2024 @ 7:43am 
I got a small demo rover with 3 5x5 suspended wheels on each side. But the tank tracks builder tool doesn't work. Is there some kind of requirement?
prime11 Dec 19, 2024 @ 2:58pm 
Not sure if this is the place to ask this. I'm using this mod with 3, 5x5 wheels, and 2 smaller 3x3 wheels for that tank vibe. All wheels are suspensions.
My question is. Do the smaller wheels also spin the tank tracks? If there not touching the ground?
Just looking for comfirmation, I love this mod :)
TehRoast Dec 3, 2024 @ 12:22pm 
Interestingly I was able to place the tracks on the wheels on each single side of the linked blueprint but it created the tracks not over the wheels but through the suspension and blocks. A different but possibly related bug?
TehRoast Dec 3, 2024 @ 12:19pm 
Thank you for taking the time to look into it. I hope it isn't too much trouble to get this to work. Looking back on my other designs which make use of the tracks in the way I want to I had forgotten that they were built on different sub-grids which would explain why it "worked before".

This is the blueprint which has the Cockpit turned so you can see how the tracks should be placed:
https://steamcommunity.com/sharedfiles/filedetails/?id=3377423375

This blueprint is the original intended design which the track cannot be placed on to:
https://steamcommunity.com/sharedfiles/filedetails/?id=3377422641
Digi  [author] Dec 2, 2024 @ 10:58am 
It's much more complicated than that unfortunately, I had to fix various things about the cockpit thing to allow them to animate properly with various block orientations and combinations.
Whenever I get to this again I can look into your use case to see if I can make it work without breaking the other fixes, can you send a blueprint?
TehRoast Nov 25, 2024 @ 12:33pm 
I can can confirm that the orientation of the cockpit directly effects the ability to create the tracks on the wheels. I built a grid with the wheels first and placed the cockpit perpendicular to the wheels and could not build the tracks. I then placed the cockpit parallel to the wheels and was able to build the tracks. Why does the orientation of the cockpit have any impact on the ability to place the tracks? This completely limits the designs we can create regardless of the designs intent. Can this requirement be removed? It seems completely unnecessary since it does not impact the functionality if the design. This was confirmed by building the wheels first, then the tracks and then placing the cockpit last.
TehRoast Nov 25, 2024 @ 6:23am 
@Squid Crimson No.
DopaminDrop Nov 24, 2024 @ 5:00pm 
TehRoast do you use moded suspensions by any chance?
TehRoast Nov 24, 2024 @ 4:48pm 
@Digi 2/2 This issue remains true even if you separate the wheels on a sub grid however I was able to get them to stay if they are on a sub grid that is reattached to it’s host(e.g. via rotor head or hinge). It’s almost as if the code is detecting the main grids forward orientation and not allowing any wheels not aligned with that orientation to have tracks.
TehRoast Nov 24, 2024 @ 4:47pm 
@Digi 1/2 I understand that you can’t have wheels on two different axis connected. I’m trying to build a hover tank with all the wheels facing downward so the tracks are facing sideways. This use to work without any issues and I have build other hover tanks like so before but now for some reason when I build the wheels on a grid facing down and try to add the tracks it just says “error rollers are not straight enough”. I thought the workaround for this glitch might be to build the tracks on a different grid and simply paste that grid to the bottom but then the tracks just explode and you can’t place more over them even though the same exact wheel ‘format’ does allow tracks on the separate grid.
qm Nov 24, 2024 @ 11:51am 
Suspensions can attach to real wheels (those that come with suspensions), fake wheels (those with attachment points that are usually considered decorative), rotor parts and hinge parts. When they attach, the orientation is based on the specific block being attached, but the offset is the center of the attached grid, so you can get some bonkers results if you just slap a fake wheel or rotor part on an existing grid then attach it to a suspension. Anything besides real wheels have terrible traction characteristics, but have some decent alternative uses: e.g. I have magnetic plates on rotor parts on small 1x1 suspension on the front of some drill arms to let me pick up small grids for transport with my favorite mining rover (which is also the thing I'm so happy to have put tank treads on).
qm Nov 24, 2024 @ 11:51am 
There's some sort of bug with suspension where you need to detach before each attach attempt, regardless of if there's something currently attached. I suspect that's what's giving you trouble. I just did a quick in-game test (using BuildVision) and got all sorts of combinations to snap together.

To be very clear, for every attach attempt, I would first pick detach, then pick attach; if it didn't attach successfully, I'd still pick detach again, then attach. Suspension attachment (all attachment?) seems to care about distance / position, but not orientation, so stuff pretty aggressively snapped into position when it succeeded.
Digi  [author] Nov 23, 2024 @ 9:30pm 
@qm Odd, I can't get it to happen O.o Attach does nothing, and I confirmed with other settings there that left click is supposed to do something in buildvision.
My first try before I asked was PB's IMyMechanicalConnectionBlock Attach() but it also does nothing, and the suspension doesn't have an attach action for timers (anymore?).
Can you try it again some time and see if it's still a thing :lunar2020thinkingtiger:

@TehRoast
I'm not sure what you mean, like a wheel is straight and another 90deg rotated on its up axis? That wasn't allowed since the start, or at least not intended.
If that's not what you mean can you show a screenshot of the problem.
TehRoast Nov 23, 2024 @ 12:26pm 
Why did you change the mod to no allow tracks on wheels that are turned sideways?
qm Nov 22, 2024 @ 8:31pm 
Typically using BuildVision. Build a 5x5 suspension and detach / grind away the suspension to leave the wheel, build a 3x3 suspension and detach / grind off the wheel, have the 5x5 wheel near the 3x3 suspension and pick attach on the suspension. 99% sure I've also done it via a timer block or programmable block telling the suspension to repeatedly try to attach.

I don't recall if the attach reach is far enough between a 3x3 and 5x5 (as opposed to two 3x3s) that you can build one atop the other, remove the 3x3 wheel, change the wheel height offset on the 5x5 to shove it near the 3x3 suspension and attach while it's still attached to the 5x5 (this is possible, and clang-city if not static / firmly locked down), then detach from the 5x5 suspension.
Digi  [author] Nov 22, 2024 @ 8:11pm 
Hmm how exactly are you attaching the 5x5 wheel to the 3x3 body btw?
qm Nov 18, 2024 @ 10:46pm 
No sweat, and I promise I understand being burnt out on complex projects. I'm already thrilled with how this works; even if it remains as-is forever, I expect it'll now just be a standard thing I use when playing. As a workaround, I've just been excluding my center of three wheels (the only one with mismatched suspension and wheel) from the treads; close enough to look good most of the time.
Digi  [author] Nov 18, 2024 @ 8:09pm 
That's unfortunately a flaw in my code design, I would need to change the definitions to be per wheel and also presere compatibility with the existing ones (or work with the few authors that made tracks to convert them) - either way it requires lots of work to change that in the first place and I'm also unfortunately burnt out on this particular project :( when I do get back to it, I have this written down as a to-do so I won't forget at least.
qm Nov 18, 2024 @ 5:22pm 
While I can imagine the logic in only allowing the default vanilla wheel with its matched suspension, would you consider adding support for at least some vanilla wheel + vanilla suspension combinations?

For example, a 5x5 suspension is 2 wide, while any other suspension is 1 wide, so the wheel centers differently; if I want a block-centered 5x5 wheel, I take one off a 5x5 suspension, then attach it to a 3x3 suspension, but then your tank tracks won't let me wrap tracks around that 5x5 wheel on 3x3 suspension.

I guess in other words, is it a nightmare to add the various combinations, or would it be practical to have the position and size data for vanilla suspensions and wheels separate from each other and allow for varied combinations of them?

Regardless, thanks for making this, it is a magnificent piece of work.
King DaMuncha Nov 14, 2024 @ 8:48pm 
I built a huge vehicle with long tracks, and it refuses to turn unless the vehicle is already moving.
Digi  [author] Nov 12, 2024 @ 4:29am 
@King DaMuncha - The way the framework mod works is it needs specific tweaks for each block so it cannot be automagically done for all suspensions out there, someone has to put in the work and configure and test for other wheels
And this mod only is for vanilla ones, however someone did do the work for lifted ones already, it's linked in the framework's page.
King DaMuncha Nov 11, 2024 @ 6:36pm 
This mod doesn't work with the Lifted Suspension Wheels mod.
Digi  [author] Nov 9, 2024 @ 4:55pm 
@General Madman - It's not broken, provide details or the SE log.
General Madman Nov 9, 2024 @ 2:07pm 
this seem to be broken
King DaMuncha Oct 27, 2024 @ 11:24pm 
This mod is great. And the other mod that adds lots more types of tracks is even better.
Digi  [author] Oct 27, 2024 @ 11:22pm 
g4m4l31r Oct 27, 2024 @ 10:04am 
how do i download it
aspiring idiot Oct 2, 2024 @ 2:24am 
cant see the tracks at all. But the wheels say they are connected in a track
King DaMuncha Sep 6, 2024 @ 4:05pm 
But does it work with 2x2 wheels?
Digi  [author] Sep 3, 2024 @ 8:29pm 
You're gonna have to be more specific
__KinGGame_222__ Sep 3, 2024 @ 1:11pm 
The update seams to have fixed the issue but there’s still a issue with parallel threading with this mod and weapon core
Digi  [author] Sep 1, 2024 @ 1:33pm 
Updated the framework mod with some fixes that hopefully fix the vanishing issues as well as the duplicated entityId errors.

@NightHawk475
It's visual only. Changing how vehicle handles or grips is quite the undertanking... xD
__KinGGame_222__ Aug 28, 2024 @ 4:34am 
Theres a bug with the track disappearing, I have many mods and it randomly disappearing but still work as normal except the track visually isn’t showing
NightHawk475 Aug 21, 2024 @ 12:09pm 
Out of curiosity - is this mod mostly just visual? Or does it affect the physics much too?
LerxstAlpha Aug 13, 2024 @ 7:22pm 
I have the disappearing tracks issue as well. It does seem to be a visual issue as if you select a wheel it will say it's part of a track.
76561198040172855 Jul 28, 2024 @ 5:48pm 
Ah, hello, Squid Crimson! I've tested it on a new world and it still occurs. The July 22nd update for the Tank Tracks Framework & API mod might have changed something that causes this glitch now. So, I don't think it's this mod or the Morue one. I never had an issue until the update happened. I'm hoping we'll get a fix for it soon.

It is a bit of a hassle to delete and repaste grids to restore the tracks. xD
DopaminDrop Jul 28, 2024 @ 12:17pm 
76561198040172855 same here, did you figure it out yet?
76561198040172855 Jul 24, 2024 @ 4:04pm 
There appears to be a possible bug where the tracks on one side or the other will randomly disappear after a random period of time. Sometimes they occur when you fire weapons from the gun or add/delete blocks from the grid.

I'll do some more experiments to determine if it's the mod or if it's just my world save. I'm wondering if anyone else in here is dealing with the same issue, though. This never happened before but I assume an update happened and messed things up again.

Also, fantastic mod! It really allowed me to bring my tank designs to the next level. I never thought I'd see something like this in SE. So, thank you for creating this incredible mod and giving it to us. :steamhappy:
Dr.Theo Jul 24, 2024 @ 12:04pm 
i seem i cant find in settings controls a button to remove the track if u mess up
SoftTacos Jul 9, 2024 @ 8:25am 
Holy shit this is impressive
CodyLabs Jun 26, 2024 @ 8:13pm 
THIS IS THE GREATEST THING EVER! YOU GOT ME HOOTIN AND HOLLERIN IN MY APARTMENT AT 10 AT NIGHT
Shakesbier Jun 2, 2024 @ 10:17pm 
Hey @Digi, as @SioxerNikita asked previously: Do these tracks influence any of the vehicle's driving characteristics?