Space Busters | Exploding A Hole Through the Earth! | Space Engineers
Вставка
- Опубліковано 29 вер 2024
- Can you explode a giant hole through the center of the Earth using warheads? Find out in this episode of Space Busters where we attempt to dig to the center of the earth and through to the other side using nothing but warheads!
If you like the video, be sure to leave comments and hit that like button! That's how I know to make more of these!
******************************************************************
Join The Discord ► / discord
Support the Channel ► / andrewmangaming
Twitch ► / andrewmangaming
Twitter ► / andrewmangaming
After a certain speed, things stop being able to collide with anything, i'd imagine the bombs were going through the voxels, out the other side, into space, back into the gravity well and through the planet like a neutrino lol.
Yeah I think that might be it as well. At one point I limited it to 600m/s but that's probably still too fast lol
@@AndrewmanGaming falling I don’t think speed limits affect falling speed
Pretty sure physics going weird beyond 250 or something.
A quick fix should be kinetic devastation
@@YouravergeGamer nope! it'll keep accelerating until it hits the speed limit.
adding power to the grid prevents trash collection, so just slap a battery on it.
or 20 cheap blocks
@17:49 LMAO, you say that as if we don't play a game where pistons and hinges can impart motion from thin air onto your grid.
I haven't played SE in years but this got me interested again.
One warhead detonates, and launches the warhead behind it skyward phasing through the earth
He takes mining too a serious level
Reminds me of the Total Recall where there is a massive tunnel in the earth that goes from Europe to Australia lol
Edit: Also imagine having a building or platform that could catch it and then drop it on command lol
soon we'll have red-matter and destroy planets like Vulcan.
18:45 looks like they are phasing through and then don't know what to do other than go back to the player? Or maybe phasing through and 0 g of earths center is doing something
My first thought is some kind of value overflow?
In fealty to the God-Emperor, our undying Lord, and by the grace of the Golden Throne, I declare Exterminatus upon the Imperial world of Typhon Primaris. I hereby sign the death warrant of an entire world, and consign a million souls to oblivion. May Imperial Justice account in all balance. The Emperor Protects.
Dr Hayden: You can't just blow a hole into Mars!
Doomguy:
😂😂😂
Dr Hayden: You can't just attach a rocket to Mars!
Doomguy: But what about an Orion thruster?
Dr Hayden: --___--
but can i?
Has anyone else ever noticed the temperature change to "Inferno" at the center of the Earth? Pretty cool little detail the devs added.
wait whattttt i didn’t even know that was a thing lmao
@OperatorNaut Were you in goddamn Venus?
I created inferno once in my ship when i had a pressurized room with atmo but no vents next to hydrogen thrusters
Pretty cool. I remember when planets first launched and Keen advertised you could bore right through a planet. That turned out to be a lie. So, because of public outcry against (yet another) case of false advertising about the game they had to actually fix it.
Yeah, it went cold > warm > hot > inferno > hot > warm, then it reached the end of the 'fall'.
You now need to repeat this at other points of the surface to have the holes meet in the centre. You could use this for a hidden planetary transport system.
do this
Laser antenna Trough the center of the Earth
You could put a merge block on both sides of the elevator, as well as thrusters and some timerblocks, so that the thrusters aktivate once you are on the other side and you can perfectly dock to a station with the mergeblock without destroying anything
The game crashes when you do that.
Thought something similar, then thought about cutting the whole planet in half with a series of parallel tunnels, I think it would be very interesting to see how the game systems would deal with it (lighting, skybox rendering, etc
I wonder if the hole was straight enough, if you could drop the pod with a merge block through the middle of the planet, come out the other side, and then merge back with the starting point? That would be a really cool amusement park ride!
That would be awesome! I don't know why our hole isn't perfectly straight. It's at least straight enough to go all the way through without colliding, but not back a second time. I bet I could get it perfect if I send warheads 1 at a time to go all the way through and come back. There are probably some places where they would explode on the way back.
@@AndrewmanGaming maybe it had something to do with you walking around? It might have slightly nudged it towards the wall. What if you tried again, but with you sitting in a seat the entire time?
@@spacemanspiff7283 Good point, maybe some clang with the player at those high speeds is involved.
@@AndrewmanGaming install a Stat that can rotate around probably using hinge or just be upside down for half the journey
@@AndrewmanGaming can always make hole wider
The glass elevator falling through the world is honestly one of the coolest things i've ever seen in this game
next challenge, make it so you can ride through the entire planet, and then get caught on the other side by a merge block, eg, the point where it hits 1m/s a merge block catches the glass elevator
That sounds awesome!
Massive Charlie and the chocolate factory vibes
sounds nice but a merge block puts the craft waay out of trajectory when "launching".
maybe landing gears? They don't pull on the cabin and can lock from a fair distance away
using the landing gear might work a bit better for durability
one on top one on bottom
this was an awesome vid
Ok.
So.
Hollow out the center and create a geodesic dome base that floats?
Expand it as needed and imagine Obi-Wan Kenobi approaching saying "Moon? Thats no moon."
Profit??? :P
Very cool vid btw.
I think the reason why the explosives are coming back up through the ground is because they glitched thru the ground went to the other side of the world and then went back up
Edit: they might be gaining speed due to floating point precision errors (the bigger the number gets the less precision it has)
Edit 2: it also might be because the centre of mass of the earth is not centred to the voxels
Edit 3: maybe they are gaining speed by glitching thru the ground
Yeah, I'm betting that after they phase through the ground they go to the other side of the planet and fall back down, back towards where they started. Seems the most logical explanation, and you can see some bounce off the inside of the crust without phasing back through
for some reason objects gain speed *ignoring* max speed if it's from planetary gravity. Really odd.
Oh and when you're going too fast you phase through the ground, probably because collision is calculated only at the destination of movement instead of it being continuous if that makes sense
Basically it probably teleports in a direction instead of moving smoothly
@@DWal32 Yeah, it does "teleport", most games do this. For space Engineers the speed where clipping occurs is about 1700m/s (I did tests with unlimited speed mod and a small craft...fun times =-) )
I remember my physics profesor saying that if you drill a hole through the earth to the other side and drop something in it it would start coming up and down repeatedly slowing down in the process and that in general the movement of the object can be described by the equasion for harmonic vibrations. So yeah, if the game is using realistic physics (which it does) then it checks out.
So it's a planetary size slingshot
What if the elevator had a connector on each end, and a receiver, so you could lock it and drop straight again? Maybe it would fall more straight, and it could transfer ore from one station to another!
Asking a lot.... I know, you use a small grid for extra space around you, or a long skinny grid, and you do the initial alignment with atmo thrusters with dampners off, and right exactly when you reach 0m/s put the dampners on, then make your connector station with maybe a piston for fine tuning. No subgrids on the shuttle though, or it will be a problem for sure. '^_^
You could just make the hole bigger. then the only thing to worry about is send and receive... like you need a reliable system to catch it, like trying to catch a baseball in a mit on the top of a skyscraper. It should be doable, but will be very finicky
I have seen some thing like this before, when an object reaches a serten speed the game basically turns that speed negative. Another example of this is nuking Gandy in Civilization.
yeah another one of andrews videos
It's called integer overflow
@@lorrdy7640 Float overflow more likely, the speed is not a whole number.
@@nikkiofthevalley A float overflowing is incredibly unlikely here. The values needed to overflow it are absolutely massive (a number 38 digits long). Also proper floating point implementations don't overflow the way that integers do. If you exceed what is possible to represent, it will either be clamped to the maximum, or be set to Infinity.
this is also what happens in Hearts of Iron 4, if you stockpile too much equipment. I had my world domination playthrough ended after I conquered the USSR because I captured 600,000 units of Infantry equipment, and it put me at negative 1.9 million. It is very frustrating.
Fun fact: the absolute limit to a numerical value that can be stored in a 32 bit system is 2147483647. When a value exceeds this number it goes all the way around to -2147483647. These rules also apply to the speed of objects in space engineers so when the bombs accelerate to that speed they then suddenly go that same speed in the opposite direction. This is actually a pretty fun effect and You can do this with the speed mod and some fun thruster mods fairly consistently.
Wait, isn't that speed in SE stored as float (so it would take much more to overflow)?
@@sarahkatherine8458 From what I know floats cannot overflow what so ever because they are just stored in totally different way and they just starts to loose precision. Also as the elevator test in the end shows that speed limit that droped object reaches was ~800 m/s, far less then 32 bit system limit anyway.
So althought Gamelord idea was also my first explenation, on secound thought it didn't make sense.
@@G4nd4lf Floating point numbers can indeed overflow. Some languages have safeguards against this, though, detecting when an operation will put a variable above the maximum representable floating point value. Even without such built-in safeguards, a good simulation should never permit a variable to even approach this limit. If it does, that's probably a bug. A long time ago I managed to run into the problem of reduced precision with 32-bit floats while trying to make an infinite terrain generator. I quickly found ways around that, though.
It is impossible to "drop warheads in the same spot", because that "same spot" isn't there after you drop a warhead on it. ;) Pedant mode off, thanks for the video!
And I guess if two warheads are dropped at the same time, they drift towards each other, as their fall lines intersect at the center, and if they blow each other up, they can kick a 3rd warhead away at high enough velocity to pop out of the ground near the launch site.
A friend of mine and I once tried doing this on a server after we discovered the destructive power of the bomb dropper. It was fun.
How long did that server last? I can't imagine a giant hole through the planet was good for performance XD
@@AndrewmanGaming The voxel reset every once in a while and that friend I mentioned happened to be one of the server staff so it's all good.
The 790 m/s speed at the center was intense. It really puts low earth orbital speed of 8 km/s into perspective. Imagine the tunnel whipping past ten times faster!
Its just insane to think that orbital speed would make SE earth pass by in seconds
In a realistic setting, wouldn’t the tunnel naturally curve do to the rotation of the earth, like a pendulum.
I think that only applies if the planets rotate on an axis. I don't think Space Engineers planets rotate on axes.
I'm thinking it's an overflow issue with the speed of the objects.
28:08
The warheads were going so fast, the collision just doesn't work properly, but after they pass the center, they should slow down, but they will reach the same height on the other side, so it's not that they fell down and hit another one, it's that they slowed down enough that the collision started working again, but still too fast to work reliably.
Really good video, always wanted to do this
The collision system seems to check not if you intersect with voxels but if you intersect with a voxel *surface* (source: accidentlly phased through the ground in survival, at very low speeds). No surface to collide with down there. Must be hitting warheads coming back after all.
i recommend staggering the launch time so the warhead that explodes first doesnt blow up the ones before it before they hit the floor and reduce efficiency.
Physics in real life is continuous but physics in a video game is discrete - that is, something like distance traveled compared to acceleration is a function that works step by step. As such, the effective result if distance traveled as a function of acceleration is a double integral - when calculated discretely, in flat amounts of distance changing frame by frame depending on velocity, and velocity changing frame by frame depending on acceleration - it's very easy for error to accumulate. This is why when physics is done with a non-fixed time step, it can result in non-deterministic behavior, even with no collisions.
The amount of error building up over such a large amount of distance is most likely the culprit as to why the objects are coming back up, further than where they dropped, after phasing through because of the mentioned issue where fast enough objects will phase through the voxel geometry. The error generated by this phenomenon would be higher than that caused by floating point precision issues. However I don't have an explanation for why they seem to be coming up at different locations - floating point precision issues could still be partly involved.
Kinetic devastation mod might help. Accidentally hitting the moon at 300m/s leaves a fairly large crater. Repeated a few times in the same spot would probably yield some results
Oo
Dude you should be having millions of views, this is such a great work for our curiosity and space engineers science. Thank you very much for doing this kind of videos, I know it took a lot of time and effort and we appreciate it 😁
what i think is happening is that instead of exploading the warheads bounce on the voxels in to random directions left or right but go up again because of an enormous speed gain in that one physics interaction. considering that SE isnt intended to have such high speed thats a possability
would upload that bomb rid to the workshop so i can do that? I'm just now learning how to do the timer blocks it;s taking me a long time. this thing would help a ton.
I'll see if I can get it uploaded once I get back from holiday.
Imagine turning this into some sort of fast transport elevator, where at its peak there is something that can grab it safely, then later drop it.
I've noticed that your temperature gauge has been slowly getting hotter and hotter the closer you get to the center. A nice touch by the devs!
I just thought about something
If you built a indestructible sphere at the center of the earth with you inside of it, would gravity crush you ? Would you be in 0g ? Would you fall on the surface of the sphere ?
In theory there would be no gravity, since the mass around you would be mostly equal and therefore pull you in all directions equally. If you would build a room there you could fly around like in space.
Is there a smaller video of the second pass through? would love it as a wallpaper. Also looking forward to making multiple clang guns and trying some things out.
Pretty sure if I saw walked up onto this on a multiplayer server I'd know EXACTLY what's going on lol.
To fix the trash collection issue, you could install this on a ship that lowers itself down into the hole so it allways is in range
Make the tunnel properly aligned. build gravity elevator / catch system for transfer through the core
another explanation besides pure speed is an explosion bounce/clang....ie some pass through the voxels out the other side then on way back through they get a bounce boost, explains why only some make it back....its more about drop timings
I have never even watched a single space engineers video before this.
i know absolutely nothing about the game, but holy crap this looks fun.
It is!
Once I was bored, me and a mate did a little homing missile thing with warheads, a battery, a thruster with max override, and a H2 tank. We'd just paste those m0f0s in. We dug a tunnel across the moon like that, but likely missed the center
You do not need a mod to reach the other side of the planet.
what you do need is thrust.
After you reached the center of the planet.
What you need to do is to fit a battery, timer and a Thruster to your Warhead.
Good point! I didnt think of this, but you probably could absolutely manage the full hole in vanilla using this technique!
Willy Wonka would be jealous of the elevator, for a single ride through...
That was my first thought too!
The 'Glass Elevator' is the highlight of the whole video. It's so incredible. People would pay to see something like that... I've got to start writing now.
dude this is so awesome, it just inspired me to make a base based on total recall and this. sooooooo cooooool
*triggered* this never happens in Total Recall. only that garbage remake
"There's a chance of explosion. It has happened twice in the past, but only two times in a history of two hours of operation, so I think that's pretty good odds."
Space Engineers odds? Sure, that's good. IRL? Not so much. I imagine driving for two hours and only having a couple fender benders...
Could you post a link to the "Unlimited Speed" Mod's Workshop Page?
Because I have been looking for "Unlimited Speed", but I don't really find a right one (those that I find are, based on the comments, either busted due to updates or are only for ships but not the Jetpack and such).
I wonder:
If P-gravity approaches 0, and gravity generators work better the less P-gravity there is, then could you build a massive railgun? If you used artificial mass blocks, would that make it any better?
Id love to see this done on Pertam. No idea what for but Im sure we can find some kind of use for a hole to the center of Pertam
would be a cool way to build a base, just put dock block on each end where the wagon reaches 0m/s, boom, side to side planet transportation
i should watched until the very end to comment hasuhsau maybe a wider hole
I think that bombs when exploding should explode themselves. On 1st tick game detects the collision on 2nd game scans for objects in area to destroy, and o 3rd warhead is already too far away to get exploded. So this why they come back unarmed, they have already exploded. (Can we use it to make infinite warheads???)
When I first started playing online this was my plan to make a base in the center digging this exact way but I never ended up building it it's so cool that you're doing it instead so I can see if it works
Probably integer overflow. Because of how computers store integers, if they get too high sometimes they can just go to the lowest possible value that data type stores.
I think that since you are probobly not supposed to dig to the center of the earth, the physics are wonky and the warheads are being bounced back up by other warheads.
I _was_ going to say 18, When you asked how far, But since you said 18, I'll simply say 19.
"What goes up must come down, therefore what goes down must come up." - Newton, probably
I see that space engineers does not only violate the laws of thermodynamics, it also violates conservation of energy period.
Haha it violates lots of things! As awesome as it would be to have a full planet simulator, I dont think we're quite there yet.
haha gravity drive go brr
For a next episode you could try and see how much speed/weight/force is needed to damage/break a block. I really need an answer to this question so can you please do it :)
Make a elevator that use this mechanic, so make a hole through the earth and add ur little thing to fall through the earth and then with connectors, where it changes the way ur falling u attach so you can get out
also you missed an opportunity when naming the surface restaurant: Hole's kitchen
The elevator scene reminded me of the 2012 Total Recall Remake, with that Tram that goes all the way through to the other side of the planet.
If only it could be made wider you could fit like fighters and smaller capital ships in there
Earth hole colony, turn thus into a multiplayer world with the rule you cant go above the surface
Going through the hole in the glass chamber was terrifying and gave me a weird chill I wasn't expecting
You should make "The Fall" from the newest total recall movie it would be awesome
Since the Did you know? series isn't being continued, I'm giving you a tip that might've been helpful. You can use ctrl+z on any grid to activate relative dampeners.
Thanks for the tip! Those Did You Know videos were kinda cool back in the day :D
Clang didnt approve, And is sending your warheads back
You could add a battery and make this work in a server probably
Just used this to enhance my vertical bore drilling.
Out of pure boredom and stupidity, im gonna male a hole through the center of the earth big enough to easily fly my biggest atmosphere capable ship through from a full speed dive from orbit
Good luck! From experience, if you make the hole too wide, it will give you a memory error so dig with caution :D
Shouldn't have used infinite speed for this. All that it does is reduce the time stopping/starting it takes to effect the bottom, meanwhile creating issues like phasing through the ground.
Now wondering if its theoretically possible to mie an entier planet. Like the storage alone would be ridiculous but it would be amazing to see
A masterwork…
This sounds like a premise for a crappy movie
That's one cool ride at the end. Now I gotta try this
You...you made the Wonkavator from Charlie and the Chocolat Factory. Cue "World of Imagination" as you fall through the planet.
So, you could perhaps finally accelerate out into space with this no? If set correctly?
what mod did you use for unlimited speed?
One could say, this episode was explosively boring 😅😉
*INSERT BEE MOVIE COPYPASTA HERE*
Would it even be possible to hollow out a planet so that only the upper layer remains?
use gravinty gen somewhere in mid to make a gravity cannon for speed up
Oh my. You have no idea the brain storm this video sparked in me. I already knew about the rubberband effect, i thought planets were solid core though.
Now imagine exploding someone's base using this.
Imagine blowing it up from the opposite side of the planet
what goes up must come down
I have to say, it is amazing how at 32:00 the bombs that spit out of the hole, they have no thrust whatsoever. The upwards movement is pure momentum from falling for 60km, and then... Umm... Falling upwards another 60km?? I guess that's the way to describe it xD
Something should catch the elevator at the other side of the hole. Imagine a fast elevator to the other side of the planet in survival.
Total Recall?
@@JupiterOrbiter I was looking for the comment with this movie name lol
I think having a battery on the projectile will prevent trash collection because it becomes a powered grid.
Most excellent episode. problem solving was on point too
I always loved this idea, and really want there to be a planet variant that is the ruins of an ancient civilization, and to get from one side of the planet to the other the fastest way, you just go through the center. I really want some form of science fiction media to do it too.
Imagine if they added realistic interiors to planets... giant crystals, molten magma, the core etc..
Here's my guess as to why the bombs started raining up: your original guess about the speed of the blocks phasing through the ground and then coming back was right, and the additional speed coming back was a continuously accumulated floating point rounding error.
Did you know that humanity has crashed a rocket for all sorts of silly programming errors? The Russian Proton M, while it wasn't a programming error, was still a tiny, silly thing: a technician decided that the orientation sensor suite was going in upside-down, and by golly he put it in upside-down. With a hammer, because some engineer had helpfully made it only fit in the one way. The result was a rocket that launched perfectly normally, decided that it was upside-down, and promptly made a U-turn and collided with the terrain. $200 million, down the drain, and 3 GLONASS GPS satellites.
The Adrianne 5, on the other hand, was in fact a programming error; specifically, an integer overflow in the horizontal speed value from a software package inherited from the older and slower Adrianne 4 family. The software had always worked perfectly, so no one simulated the value for the new system. The result was at T+40 seconds, the rocket suddenly decided that it was going too fast horizontally, and attempted to make a 90 degree turn midair, to disastrous results. Another $370 million, and about 12 years of setbacks in scientific progress.
And, because I was looking for it, a continuously accumulated fixed(!) point rounding error in a Patriot missile system didn't cause it to crash, it did worse: it caused the missile to miss. The time onboard the Patriot launch control system was stored as milliseconds in a 24 bit fixed point number, and for some reason that number accumulated tiny rounding errors over the course of a day. Not much, mind you, but enough. The system needed to be rebooted every 6-8 hours of continuous runtime to reset the value and sync it with the actual time, or the launch control system would lose track of incomings. On February 25, 1991, a Patriot missile system tasked with providing C-RAM (shooting down rockets and mortars, Iron Dome style) to a Forward Operating Base (FOB) in Dhahran, Saudi Arabia lost track of an incoming SCUD missile, and concluded that the SCUD had been intercepted by other means. The missile struck the base, killing 28 and wounding a further 98. The missile system had been continuously operational for 10 hours.
A possible fix for stoping the clipping issue:
Build another outpost exactly like this but halfway to the center of the earth
Or:
Build slowdown rings using artificial gravity generators pointing upwards to slow down the bombs
The plus of the second method is, that you can use the same rings but reversed when you go past the center of the earth
(which might allow for a 100% vanilla setup for this project)
Basically going like this:
(Schematics might not work on mobile)
_ < initial point of entry
| |
-| |- (gravity generator ring pointing this way /\)
| |
>| ○ |< center of the planet
| |
-| |- (gravity generator ring pointing \/)
| |
EXIT HOLE
Madlad dug to china
Space Engineers is... a broken system. Seriously, Vrage is very, very dumb. At a certain speed, shit just starts getting fucky, it's why speed mods are sometimes a bit of a bad idea, it's why the game gets REAL fucky if things start trying to move faster than the speed limit, and it comes down to how the game handles floating point positioning rounding. See, at the maximum speed limit, the game can just about figure out where the grid SHOULD be, in terms of floating point positioning. Sometimes this gets twitchy if the server is lagging, but the point is, so long as it is moving within the set parameters of what the game expects things to move at, in terms of speed, the rounding is relatively seamless and you barely notice the grid twitching around just a teensy bit. And because of this, physics pretty much work in the game, barring some... klang.
It's when you break that speed limit that suddenly, those position rounding issues start getting... interesting. and because the voxel of a planet is effectively only measured by its surface, it's surprisingly easy to, with a sudden introduction of rounding errors, find your grid teleporting INTO the voxel. Combine that with gravitational physics misbehaving, and the "Expected position versus actual position equals velocity in a single frame of animation" issue, and suddenly you've got a recipe for a grid that, travelling on gravitational speed, blows RIGHT past the floor that is supposed to stop it due to high speed rounding errors, runs right into the direction of the gravity well shifting, and gets cannon-launched right back where it came from. Couple that with the changes in how voxel surfaces render at distance in the game, and you increase the issue tenfold.
This is something that COULD be fixed, but Marek is a useless waste of a shambling corpse pretending to be a man, and spends too much of his time making racist commentary and ogling his roman suit of armor that he probably bought from someone who told him it was authentic, but themselves bought it from a Bud K catalog.
I loved the video. And i loved the fact you gave the epilepsy warning after 5 minutes and 30 seconds after staring straight into flashing explosions. Almost dodged it but still had a seizure. Keep up the great video content😂
You have unlimited max speed and wonder why it is glitching? It is 99.9% related to that.. Most likely moving too fast, it glitches too deep into the ground due to too hight speed, merge block is bounced back and takes warhead with it (the cases where warhead hits ground and is launched does not happen as it explodes). At 100 m/s and 60 FPS, objects move at speed 1.6m per frame, your 2 blocks are 5m tall, that means at 300m/s it moves one warhead grid per frame. At 600 it is moving 10m per frame, able miss 2 blocks thick grid that is in the way. The physical engine is not built for such speeds, that's why limit is 110m/s, smae reason why even other games have such small limits, like Starbase with 150m/s, etc.
just a little info how physics works: aside FPS, you have your Physic engine step per seconds, every step it will move all the body by their speed multiplied by the step time, and check for collision. Now, this is fine as long as the body move LESS than it is big: otherwise you have things like phasing trough a planet.
Now, of course there is Continuous Collision Detection (CCD) in most physic engine, but it is quite expansive on computation time. They use Havock that should support it... so it shouldnt be too hard for them to add an option to enable it
If the gravity is greater at the surface than the core, the games physics is doing what it’s supposed to because when they phase through the earth the game assumes it’s in open space. So its drawing the warhead from low gravity to high gravity. Essentially when the warhead phases through the voxels theyre being picked up from the core by the surface gravity and dragged through the planet to the surface.