Space Engineers

Space Engineers

Wheels manager
42 Comments
I.C.E.  [author] Feb 5, 2024 @ 1:19pm 
Published at mod.io under the same name
MiniDeth3 Feb 5, 2024 @ 12:09pm 
im bad with code so i may have made a mistake but its still not working
MiniDeth3 Feb 5, 2024 @ 11:48am 
dude thank you so much! I was worried this was abandoned. Let me try this
I.C.E.  [author] Feb 5, 2024 @ 8:04am 
Nope, steam error on upload attempt.
It's easy to fix though: Comment out lines that mention "showPublicText" and remove the word "Public" from the line(s) with "WritePublicText", so it's just "WriteText" and it'll work again. Warnings on compilation will stay, and it's okay.
I.C.E.  [author] Feb 5, 2024 @ 7:56am 
there is a slight issue with neverending Keen updates to some very basic things. Accidently, I've spent quite some time lately playing SE again, after a very long break and fixed the script. Obviously, I forgot to upload. I'll try now and I hope I still can, I've got a new PC, and not sure if I still can...
MiniDeth3 Feb 5, 2024 @ 12:09am 
I dont think this works anymore
I.C.E.  [author] May 11, 2023 @ 1:31pm 
it wasn't for years, but yeah... somehow it is now. Should be fixed.

The script is old as a dynosaur, but it worked last time I checked.
Calla May 11, 2023 @ 1:22pm 
video is private, cant watch
[RTB] Sarianos Feb 26, 2022 @ 6:08am 
Cheers for the heads up!
I.C.E.  [author] Feb 26, 2022 @ 6:06am 
Used to work fine a year or two ago. I don't think there were any major scripting changes since then.
Honestly, there is another wheeled vehicle control script somewhere in the workshop, that is more advanced then mine, but yeah, this one should work too.
[RTB] Sarianos Feb 26, 2022 @ 6:01am 
Any idea if this script is still functional?
I.C.E.  [author] Mar 27, 2018 @ 5:52am 
Script updated, exception when you don't "ignore damping" is gone, cause changing damping is no longer an option. Also fixed angles display.
@Blue Falcon:
Instructions from caption posted at "How do I" thread of this script discussions.
Majestic Blue Falcon Dec 16, 2017 @ 11:35pm 
Parts of the instructions are cut off in the script window. Can you post them on here?
I.C.E.  [author] Jun 8, 2017 @ 4:43pm 
@Commander Joir
Make sure you have all necessary groups named properly. If script compiles and you see this exception - you're missing a group.
Commander Joir Jun 8, 2017 @ 12:25pm 
getting "Cought exeption during exeption of script:Objekt reference not set to an instance of an object"
Purpleskin Apr 28, 2017 @ 5:54pm 
My bad, seems I had left the quotations in after trying to get it to work a few times. It is indeed working as intended. Neat script by the way!
I.C.E.  [author] Apr 28, 2017 @ 4:10pm 
@Purpleskin
Just tested to make sure. Vanilla game. Stable branch. Loaded the script from workshop.
Everything working.
Several "unrechable code" warning on compilation, but as described below - it's totally okay.

Tested both core and advanced settings. Everything works.


Check your groups and LCDs names. NullRef most likely means that you don't have essential group created (or if you don't need it - disable it in settings inside the script)
Purpleskin Apr 28, 2017 @ 11:58am 
Pretty sure it's broken regardless, can't get it to display to an lcd and seems to not change steering angle regardless of which gear it's in.


Getting a nullreferenceexception when I recompile
BevansDesign Apr 12, 2017 @ 4:22pm 
Thanks, I'll take another look.
I.C.E.  [author] Apr 11, 2017 @ 3:32pm 
@BevansDesign
Unreachable code should be just a warning. Still have to compile and run correctly. In theory.

upd: Just gave the code a quick look - all 3 lines are for debugging. Won't hurt if they are unreachable.
BevansDesign Apr 11, 2017 @ 12:52pm 
Yup, looks like it's broken, unless I don't have it set up correctly. Unreachable Code errors on:
281,4
329,3
338,3
I.C.E.  [author] Feb 16, 2017 @ 8:57pm 
It's been a while since I played SE last time. Is it currently broken?
Praise the Lamb Feb 13, 2017 @ 5:16am 
Can you put the modified version or an example up?
XY78 Nov 11, 2016 @ 3:03pm 
Hello! There's some unreachable code and an exception caught in regards to block referencing. I guess the code has been broken by a patch.
H3xcaster Aug 22, 2016 @ 1:33pm 
ok cool, thanks man
I.C.E.  [author] Aug 22, 2016 @ 7:14am 
I've created two discussions one for bugs and another one for 'how to' please use them if you have any questions. Commentaries aren't the most convinient way to provide support.
IdlePit Aug 22, 2016 @ 7:02am 
yeah it works fine without lcd aswell i found the lines not long after posting and changed them works fine without them and that is something ill defo look into as doing survival on alien plaent atm so im off roading alot i may even add the thrusters again and text panel again eventually but atm im just using a quickly thwon together starting transport for hand mining so i wont be keeping this car long so no need to mess with setting too much atm i will defo mess more with settings on my more permanat rover later on may even build a mobile base rover thanks for script , help getting it working and tips for different seetings :D
I.C.E.  [author] Aug 22, 2016 @ 7:00am 
@<*WP*> Loki2001
You can also modify the code a little to force your LCD to display the currently working Programmable block.

After the line 490:
text = "Vehicle status:\n\n"; <---- Orginal line
Add something like this:
text = text+"Active profile OFFROAD."; <---- For PB1
text = text+"Active profile ROAD."; <---- For PB2

Active profile will be displayed after the line "Vehicle status".
I.C.E.  [author] Aug 22, 2016 @ 6:55am 
@<*WP*> Loki2001
Usually, I only use 'parking' and 'slow' modes outside of terrain, cause if I'm driving over metal blocks it means I'm parking. In this case settings won't mean too much, due to low speed.
If you want to have full range of settings ready for roads and separate one for off-road, you can just add another program block with the script and with just different set of settings. Create a timer block that will toggle them on/off and add this timer to your quick panel.
E.g.:
- PB1 with offroad settings and PB2 for roads profile.
- PB1 is ON and PB2 is OFF by default.
- Have a timer that will run both scrips, and 'trigger now' itself.
- Have another timer that will toggle both ProgrammingBlocks On/Off. We'll call it ModeTimer
- Add 'TriggerNow' action of ModeTimer to your quick bar.
- Drive around till you get on a road. Trigger ModeTimer.
- Now PB1 will be OFF, and PB2 will be ON. You are getting all new profiles.
I.C.E.  [author] Aug 22, 2016 @ 6:54am 
@IdlePit
At lines 47 and 48 you can disable thrusters and LCD usage. Scrip will not look for them, and won't crush if you have none. I've never tested it without LCD, though, but it should work fine.
IdlePit Aug 22, 2016 @ 6:36am 
@I.C.E.
thanks i figured it out after doing what u said it still crashed but then i got thinking u said it was looking for something that was missing and i had no thrusters or text panels so i added those and all works fine now can tell already that this script is gonna get alot of use from me :)
H3xcaster Aug 22, 2016 @ 5:57am 
@I.C.E. finally got around to checking out the script, and i'm totally happy the script works.
I'm thinking about trying to alter the ride height and dampeners, maybe even the suspension strength of the rover using your script...problem is my rovers are all built for terrain...and I wanna be able to adjust then on the fly for roads. Got any suggestions?
I.C.E.  [author] Aug 22, 2016 @ 3:26am 
@IdlePit
Most likely - you have a typo in one of the group names. This sort of exception usually indicates that script is trying to operate an object that was never found.

Script have debug mode to help solving this kind of issues. Find the line 120 and change:
bool debug = false; <---- THIS
bool debug = true; <---- TO THIS

Save and compile and run the script again. You should see a lot more then just 'exception'. Steps shown before the exception will show you what was the last thing script was trying to do before it crush, probably it will be setting of a certain group.
IdlePit Aug 22, 2016 @ 2:04am 
i cant get this to work i need help ive put a timer block to run script (no arguement) and then trigger itself again, then i grouped my wheels, then went to cockpit and set buttons 1 to 4 to run script with arguements Parking, Slow, Normal and Race but when i press the burrons nothing happens and im getting a message on program block saying Caught exception during execution of script:Object referance not set to an instance of an object. i dont know what this means but im guessing ive done something wrong somewhere
H3xcaster Aug 19, 2016 @ 5:14pm 
Thats awesome. I'll give it a test now then :)
I.C.E.  [author] Aug 19, 2016 @ 4:06pm 
Yepp - all done. It's working in current stable version now. Hopefully I didn't add any bugs with code changes. :steamfacepalm:
I.C.E.  [author] Aug 19, 2016 @ 3:36pm 
I will update it soon, at least I hope so. Unfortunately, noone answered to my question at steam forums, so I'm not sure how to gather block list from particular block group, but some other scripts are being updated now, and I hope I can find an example to fix mine.
H3xcaster Aug 19, 2016 @ 1:15pm 
Hey there, they pushed out the API change to stable this week and for some reason most of the scripts don't work. Neither does your script, I was really itching to try it out too lol. Any chance your script will get updated?
Kaldo Aug 13, 2016 @ 6:39pm 
Well it's no rush, the whole time I've played the game the wheels have sucked, a few more weeks/months won't be bad!
I.C.E.  [author] Aug 13, 2016 @ 5:41pm 
I guess It'll be updated when they push that API change to stable. Unfortunately, I have really sever performance/stability issues with dev branch (2 weeks ago tested) and can't really play it, so can't make sure if the script is working/not working. Sorry.
Kaldo Aug 13, 2016 @ 5:21pm 
Hey there, I really love the idea of this script, it's awesome! Unfortunately I can't use it because my world is a dev world, and they modified the ModAPI a few updates ago. Is there any chance you will be updating the script to work with that?
Killer I Spisos I Marcus Aug 8, 2016 @ 12:00am 
And that's how Space Engineers got gearbox. Nice work!