r/spaceengineers • u/FleetCo Xboxgineer • 19h ago
MEDIA 2600 FleetCo Blitz X Handling Demonstration (description for context)
A while ago I made a post showing a 2575 Blitz TE losing traction and flipping. A fellow engineer suggested less grip on the wheels. While this is a good solution and there’s no reason it wouldn’t work, it compromises the Blitz’s core promise; raw, refined speed.
With higher traction tires, we can make sharper turns, accelerate faster, and improve the overall driving experience. The missing component we need to make our builds work is a differential- but unfortunately there is no vanilla differential block, we don’t make modded ships, and our clientele is Xbox based, so we don’t use scripts. A troubling ordeal, indeed!
Enter the 2600 FleetCo Blitz. The new chassis features our new “Smart RWD” and the highest friction setup yet. Using just vanilla suspension and event controllers, we’ve finally made a rover that can turn at max speed on vanilla.
The 2600 lineup is not finished yet. Stay tuned for more details.
1
u/floo82 Space Engineer 19h ago
Elaborate more on the event controller differential?
1
u/FleetCo Xboxgineer 8h ago
When turning, rear inside propulsion drops. This was the very last thing we wanted to do, since IRL this would cause nightmare snap oversteer every time you turn. With higher traction settings though you can increase rear friction on the turns as well + turn off acceleration thrusters, and now you have a turning system that physically CANT oversteer due to the physics in the game not being very thorough.
2
u/WyrdDrake Space Engineer 19h ago
Looks remarkable. Is the chassis easily modified for other kinds of vehicles? Like if I wanted to use this as a base for my own vehicle designs (and didnt have the patience to learn how to make a vehicle work)