Space Engineers

Space Engineers

213 ratings
Baserunner (v2.0) - with authentic Suspension!
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
310.141 KB
9 Feb, 2016 @ 9:31am
7 Aug, 2016 @ 1:54pm
4 Change Notes ( view )

Subscribe to download
Baserunner (v2.0) - with authentic Suspension!

Description
A super heavy mobile base on wheels with custom build suspension. Made for heavy terrain and medium speeds (with the mod that's high speeds). Survival ready

Control works via the 'A' and 'D' keys for steering and 4 keys on the hotbar (seperate controls for left/right wheels to increase/decrease speed; self explaining). For sharper turns, use different speeds on left and right wheels.

Speed limit in heavy terrain: 15rpm = 35km/h
Speed limit in flat areas: 21rpm = 50km/h


Going faster is possible in super flat areas or on streets, but un-modded basic wheels are super fragile. That massive suspension you see is mostly there to protect the wheels, not the vehicle. It's like driving on raw eggs :P

That's why I created this:
http://steamproxy.net/sharedfiles/filedetails/?id=633061554
This mod increases the crash resistance of all non-steerable wheels and turns this try-hard concept for using basic wheels into a very capable all terrain vehicle.



If a wheel should break: stop the vehicle, reverse the 'Suspension rotors' and use the 4 pistons to get ground clearance while rebuilding the missing wheel.


Have fun!






This is a replica of the Baserunner from Homeworld Deserts of Kharak. It's chassis is based on a workshop upload by Skeleton (he's way better at guestimating proportions than I will ever be). I posted this with his approval.


How to copy it into your game:
-enable creative with copy paste enabled
-hit F10 and copy it into your world

or just use this and give it a ride where I did my testing (and recorded the video):
http://steamproxy.net/sharedfiles/filedetails/?id=621733778



-> Special thanks goes to Brickster22 for finding an error I made with the length of a suspension arm! I still can't believe I didn't notice that for like 50 hours of intense testing... Anyway, from what I've seen, fixing this issue boosted the performance of the vehicle quite a bit. So he rly deserves a place here

____________________________________________________________
Version 2.0 includes some overal improvements including 2 very compact lifts in the mid-section of the vehicle. It also features a minimalistic recon drone on the landing pad which shares some looks with the original from Homeworld DoK. I scaled it down for better efficiency. It flies like a helicopter, don't turn it upside down :P
154 Comments
Prophet_01  [author] 21 Sep, 2019 @ 10:32am 
I finally finished work on a suspension script for the Baserunner and incorporated that in a major overhaul. The difference is quite huge, as you can now safely drive around at 150km/h (~40m/s).

That's definitely more than I hoped for. Hope you like it : )

https://steamproxy.net/sharedfiles/filedetails/?id=1865885986
Prophet_01  [author] 12 Oct, 2018 @ 5:44am 
That looks very interesting and might help quite a bit with driving uphill and varrying amounts of cargo. Integrating this will likely require a lot of testing and finetunig since I'll have to check for interactions with my own scripts, too.

Thx for sharing this!
Gejaheline 9 Oct, 2018 @ 4:05pm 
Okay so having done some research I stumbled across https://steamproxy.net/sharedfiles/filedetails/?id=1471585938 which is pretty much exactly what I was trying to design. I set the desired angle to 60 degrees (or -60 depending on side) and set the tension to about 30MN and it was immediately functional. Some tweaking may be required since it sems a little stiff.
Gejaheline 9 Oct, 2018 @ 12:56pm 
RE the suspension thing, life kicked me in the teeth a bit but you'll be the first to know.

Step 1: Realise there's a visual editor and I should look at that before delving into C#.
Prophet_01  [author] 9 Oct, 2018 @ 10:29am 
Part 1:
I'm pretty close to releasing a 3.0 version of this. The next version makes use of the Faster and Stronger Rotors! mod from the workshop which drastically increases the speed of the vehicle. I reworked the Functional Wheels! mod and will probably release both in tandem in about a week or so. The changes make it faster and a heck of a lot more stable. Up to 20rpm seems perfectly safe in heavy terrain now. And for wide open areas with only minor obstacles, up to 100 rpm seems safe enough (which equals about 100km/h).
Prophet_01  [author] 9 Oct, 2018 @ 9:41am 
Part 2:
This time around the mod also covers rotors (makes them stupidly resistant which has become necessary with higher speeds). I used the visual script builder to create some very basic scripts (an automated 'go slow' when driving into a deep trench + differential like speed adjustments for turning quicker, which rly payed off).
I'm currently finishing a a small version of the suspension and a basic vehicle that goes with it. If all goes well, that one will also be part of 3.0.

@Gejaheline, if you've got a script for the suspension or are working on one please let me know.

Other input is just as welcome of course ; )
Gejaheline 13 Sep, 2018 @ 8:32am 
Gotcha, I'll give it a shot. If that doesn't work I might actually be compelled to try writing an in-game script to dynamically control the suspension.

The Functional Wheels! mod is still pretty much mandatory, but the recent-ish changes to reduce Clang and self-damage make this vehicle's moving parts pretty robust overall, so I'm hoping it serves long into the future!
Prophet_01  [author] 11 Sep, 2018 @ 7:45am 
Thx for the feedback : )
Nice to hear that this one's still out there and rolling. I hope it works as intended!
Prophet_01  [author] 11 Sep, 2018 @ 7:41am 
The torque values on the suspension rotors are the ones that need tweaking. They were optimized for 1g and don't have as much force to resist now.

Multiplying the torque value with the planet's gravity should give you the necessary numbers. The SE-wiki says that mars has 0.9g instead of 1g (could be outdated), so you multiply the original torque value with 0.9 (if that's still correct) and insert that number as the new torque.
Gejaheline 10 Sep, 2018 @ 12:22pm 
Hi, I adore this machine and I've used it extensively for quite some time (until an extended break from SE), but having recently pestered some friends into trying it on Mars I seem to have messed up the suspension somehow - it always lifts up until the wheels are at maximum extension! Any pointers on tweaking the rotor forces to sort that out?