Do Faster Rockets Do More Damage? And Other Rocket Tests

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  • Опубліковано 23 сер 2024
  • Welcome to another episode of Trailmakers! Today I am experimenting with rockets again! I want to see how rocket damage works. Is it consistent? Does it change with speed? How much do shields help?
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    About Trailmakers:
    In the toughest motoring expedition in the universe, you and your friends will build your own vehicles to cross a dangerous wasteland. Explore, crash horribly, use your wits to build a better rig, and get as far as you can with whatever spare parts you find on your way.
    Welcome to the Ultimate Expedition!
    Journey over grueling mountains, hazardous swamps, and bone-dry deserts on a distant world far from civilization - it is just you, your fellow adventurers and the amazing, jet-powered hover-buggy you built yourself. Explore, crash your vehicle, build a better one, and get as far as you can with whatever spare parts you find along your way.
    Trailmakers is about building very awesome vehicles and machines, but you don’t need an engineering degree to get started. The intuitive builder will get you going in no time. Everything you build is made from physical building blocks. Each block has unique features like shape, weight and functionality. They can be broken off, refitted and used to build something new. Individually the blocks are fairly simple, but combined the possibilities are endless.
    Expedition Mode is the challenging campaign mode of Trailmakers. You are competing in an off-world rally expedition with only a few building blocks to get you started. You must build, tinker with and rebuild your machine to progress. Journey through a big world, overcome deep gorges, angry wildlife and dangerous weather to progress and find new parts that will juice up your machine. The world in Expedition Mode will test your survival skills and ingenuity.
    Sandbox Mode is where you want to head for an unrestricted, sandbox, vehicle-building experience. Here you can build anything you can dream of, and play around with it in the world of Trailmakers. It is a great place to test out crazy machines, and experiment with the physics engine. With tons of different blocks, hinges, thrusters and interactive vehicle parts - the skybox is the limit.
    Trailmakers is even more fun if you play it with other people. Build cool vehicles and compete in mini-game modes with your friends or other Trailmakers online. Build a helicopter, send it to your friend, and shoot them out of the sky. Put two seats on a tank, and let your friend control the turret. As we get further in Early Access development Expedition Mode will also be adapted to multiplayer.
    Learn more about the game on www.playtrailma... #scrapman #trailmakers

КОМЕНТАРІ • 370

  • @ProjectNoDarkNight
    @ProjectNoDarkNight Рік тому +276

    11:39 I’d like to point out that both of the trials where Scrapman drove backwards yielded 5 blocks of damage, he just counted incorrectly. I wonder if that is consistent or if it’s just a coincidence…

    • @HighExplosiveOP
      @HighExplosiveOP Рік тому +5

      no it was actually 5 blocks , not sure what caused it

    • @MrMeow-iq7kq
      @MrMeow-iq7kq Рік тому +23

      he also fired at stationary targets.... not moving ones.
      In the video he got hit, he was moving when hit.
      Its not just the one firing and its velocity and how that affects things that is in question,... it was the targets as well.
      But he completely skipped that.

    • @raphaelfranzen9623
      @raphaelfranzen9623 Рік тому +4

      @@MrMeow-iq7kq I think the speed of the projectile is meassured relative to the target. So it wouldn't really matter if the target is in motion relative to the world.

    • @Cucube
      @Cucube Рік тому +4

      Yup spotted that as well. Maybe because the rocket is slower, the game calculates with more accuracy the amount of damage the explosion does.
      Still, an interesting phenomenon that may deserve deeper studies.

    • @MrMeow-iq7kq
      @MrMeow-iq7kq Рік тому +4

      @@raphaelfranzen9623 you think? Cool. Personally I don't know what the code looks like. Whats the point of experimenting with things we don't know if we arnt going to test it and find out?
      We can assume anything we want but this entire video is pointless then.
      Others seem to think this is a bug with the collision detection due to the target moving. So maybe it does matter. But what do I know? I am just suggesting exploring all avenues and not leaving holes/differences to the original issue that sparked the question of what caused his vehicle to not take damage.

  • @StankSoock
    @StankSoock Рік тому +25

    Scrapman: "I don't know that one time it did five I don't know what caused that five." Also Scrapman at 5:01 in the video: "Every single one of these has exactly five blocks removed that's is weirdly consistent."

  • @TheShinyAbsol.
    @TheShinyAbsol. Рік тому +216

    You could try the same thing but while the target is moving, my theory is the explosion damage is slightly delayed

    • @MrMeow-iq7kq
      @MrMeow-iq7kq Рік тому +26

      my thoughts exactly.
      No idea why he skipped testing this when it was the target being hit while moving that sparked the original question.
      I guess he just assumed it didn't matter if it was the one firing or the target that was moving,... but I mean,... it can make a world of difference depending on how its all coded.

    • @Hadeks_Marow
      @Hadeks_Marow Рік тому +15

      This is correct. It's a bug with hit collision triggering. The explosion seems to be based on the rockets relative position rather than the relative offset from the part it impacted on the location it impacted at.
      The rocket impacts, that sends an impact event to the game, then that trigger sends a detonation event to the rocket. In that time between the 2 triggers, the rocket has already travel some distance. The game knows what part was hit AND knows where the part was hit at. . . despite knowing where the explosion SHOULD be, the devs made a minor error and told the game to make it be at the location of the rocket at the moment of triggering the event. . . which isn't accurate to where the rocket actually hit.
      This is a bug that absolutely can be patched out in a hotfix should scrapman bring this to light with the devs since he has direct contact with them.

    • @TimRom-dy4sx
      @TimRom-dy4sx Рік тому

      ... yeah

    • @PlasterNinjaDK
      @PlasterNinjaDK Рік тому +4

      This is what I thought as well, and if it would be true, at what speed would you need to travel to avoid damage whatsoever?

    • @Hadeks_Marow
      @Hadeks_Marow Рік тому +5

      @@PlasterNinjaDK Depends on direction AND your thickness. Funny enough, most chance to avoid damage is to go DIRECTLY into it if you are skinny enough. With enough speed, the explosion will happen behind you.

  • @Diekyl
    @Diekyl Рік тому +29

    Maybe speed doesn't affect damage but the position of the explosion relative to the target. If the rocket goes faster, it might have a chance to explode inside the target (due to skipping a frame or multiplayer lag). And if you hit a fast moving target in the back, the explosion might happen further away and deal less damage due to the target moving away from the explosion radius one frame before the hitbox calculation.

  • @Gomorragh
    @Gomorragh Рік тому +40

    there was a couple of times you did 5 blocks, but there wasnt any glowing blocks on the faces, but the block youre shooting at has to be moving as well, you need a second person to help with the tests to show movement in a target and movement in the gun

  • @Crytum
    @Crytum Рік тому +30

    it honestly would be really interesting to see you play other sandbox games like space engineers, but especially From the Depths could be amazing to see

    • @fungo4821
      @fungo4821 Рік тому +2

      from the depths!!!

    • @jesper8836
      @jesper8836 Рік тому +2

      Remember though, both of these games are much more complicated and have a pretty crazy learning curve.
      I’m a fan of both those games, but good lord we’re they difficult to learn

    • @Crytum
      @Crytum Рік тому +1

      @@jesper8836 i agree with FTD having a crazy learning curve, but i think space engineers isnt that difficult.

    • @TlalocTemporal
      @TlalocTemporal Рік тому +1

      One more vote for From The Depths! I'd love to see Adventure mode runs, see how far Scrapman can get blind!
      Definitely a huge learning curve, but setting smaller goals helps a lot. Even just fiddling around with movement is fun.

    • @barefootalien
      @barefootalien Рік тому +1

      Yeah, with his enjoyment of these kinds of experiments, and knowing how things actually work, FtD would be great, since _everything_ is known, and most of it is calculated fairly realistically.

  • @hyperphrog69
    @hyperphrog69 Рік тому +35

    In today's episode of mith busters, Scrapman finds out just how bad the explosion physics are

    • @enolopanr9820
      @enolopanr9820 Рік тому +4

      For real though why does trailmakers have be so janky sometimes. My biggest gripe is when making nice landing gear for planes that retracts in. It ALWAYS glitches out my plane.

    • @shootiNg_MoroN
      @shootiNg_MoroN Рік тому +4

      ​@@enolopanr9820 trailmakers does think my landing gear is a pogostick

    • @skaterhaube6026
      @skaterhaube6026 Рік тому

      Collision is just weird in general

    • @suicidalbanananana
      @suicidalbanananana Рік тому

      @@shootiNg_MoroN That bug bothers me so much, sucks that they didn't fix it with the chirpo stuffs.

  • @R2debo_
    @R2debo_ Рік тому +12

    Bro has become master of all sandbox games.

    • @_Rama_73
      @_Rama_73 Рік тому

      Fr lol

    • @duckie55
      @duckie55 Рік тому

      No he's the master of rockets😂😂

    • @berkayyeroglu111
      @berkayyeroglu111 Рік тому

      He is

    • @duckie55
      @duckie55 Рік тому

      ​@@berkayyeroglu111sandbox games or rockets?

    • @berkayyeroglu111
      @berkayyeroglu111 Рік тому

      @@duckie55 you never know acually i dont know either maybe both

  • @mwapalotre5655
    @mwapalotre5655 Рік тому +7

    I think the velocity of the target matters more than the speed of the rocket
    If the explosion is static in the game the target might have time to get away from the center of the explosion
    Assuming there is damage fall off in the radius of the explosion

  • @Merlin9044
    @Merlin9044 Рік тому +14

    This test would have more accurate results with 2 block wide walls, I've done some similar tests and sometimes rockets destroy blocks behind the impact surface so there is a high chance there are blocks inside the cube that also got destroyed.

  • @EpsilonRosePersonal
    @EpsilonRosePersonal Рік тому +3

    It might be interesting to test how the size of the block affects HP. I know From the Depths-a game you should definitely play-gives a fairly sizable defensive bonus to larger blocks, to encourage their use and to compensate for the additional vulnerability they introduce. I'd be curious to see if Scrap Mechanic does something similar. I'd also be interested to see how AoEs and damage propagation interact with larger blocks, both when they're connected to blocks of the same size and when they're connected to smaller ones. (For example, if you hit a large block, surrounded by many smaller blocks, will the damage propagate to more of them, because there are more directly adjacent blocks? Will it spread the same amount of damage amongst more of them, thus decreasing the number of destroyed blocks? Or will it propagate to a fixed number of them, regardless of how many are directly adjacent?)

  • @htomerif
    @htomerif Рік тому +5

    You know, I think if you asked the developers, they would just tell you exactly how the rocket damage is applied.
    From your last video, its not applied randomly to the whole creation, but it does seem to apply damage to empty space sometimes.
    Couple things you might want to try if you feel like it: shoot at a big plate and see what the maximum radius of the rocket damage is.
    You could also shoot at an empty frame (with a center block) and see if it does less damage than to a full cube.

    • @Logoiuy
      @Logoiuy Рік тому +4

      Where would be the fun in asking the developers, instead of finding out yourself?

    • @sinium8957
      @sinium8957 Рік тому +2

      @@Logoiuy What this guy said, but also what if things don't run the right way compared to how they should? These practical tests can help show the devs how it's actually working in system too.

    • @Logoiuy
      @Logoiuy Рік тому

      True

  • @toddabbott781
    @toddabbott781 Рік тому +2

    I think the rockets do damage directly to the one area it hits and is likely pretty consistent, but then there is the fragmentation that just scatter in random directions up to 2 blocks away (maybe more) and the damage for this shrapnel is random too. There might be blocks inside of those large cubes that were destroyed, but you just could not see it. I think there is just too much randomness in the damage.
    You should do a test to see what the blast radius is.

  • @markinipannini
    @markinipannini Рік тому +19

    There is no difference in how far away we are or how fast we are going, the difference is in the friends we meet along the way.

  • @Exodrone4335
    @Exodrone4335 Рік тому +2

    Battle idea: Hovercrafts vs. helicopters and the only weapon is gunpowder cannons. You could do a 2v1 where there is one heli and 2 hovercrafts or vice versa.
    If the helicopter somehow gets shot down before they got any kills, the remaining hovercraft will fight each other.

  • @hardboiled_cat
    @hardboiled_cat Рік тому +1

    so from this conclusion i want to see scrapman do experiments with a mass driver cannon
    (yes i know that they did railguns already but i wanna see it with the new damage system)

  • @Nevir202
    @Nevir202 Рік тому

    They: It's just videogames, not Rocket Science.
    ScrapMan: That's where you're wrong!

  • @Remmes
    @Remmes Рік тому +6

    For multplayer monday you should have a plane battle but every couple of seconds a certain control surface will change direction or maybe lock in a certain state.

  • @cwgalaxy612
    @cwgalaxy612 Рік тому +1

    "I think the wedges are weaker" Scrapman must've been replaced by a clone

  • @RealPanzer999
    @RealPanzer999 Рік тому +2

    It would seem that the explosion stays where it started but need a while to destroy in the area (Kinda realistic really) & when you're moving fast as the target you move out of the explosion-radius before it does all the damage.

  • @falin9557
    @falin9557 Рік тому

    If I'm not mistaken, the reason why you received little damage on the plane clip is because you receive the impact at a certain game tick and it seems that the damage is calculated on the next tick, where you're a bit further, so the damage is lower. Technically, to test this correctly, the target must be moving too, because even though it seems that the relative speed to the rocket is the same, when the rocket detects the impact, it stops, but the target doesn't, so you can't apply the concept or maths of relative speeds in just that specific tick. That also means that if you're moving towards the rocket, the damage is the same but it's applied inside the vehicle. So the next time you make a combat vehicle, make it hollow and you'll receive less damage

  • @GrandJediMasterYoda
    @GrandJediMasterYoda Рік тому +1

    15:10 this box is officially wedge gang approved. ✅

  • @Hadeks_Marow
    @Hadeks_Marow Рік тому +1

    Here's a good test for you:
    Put a 1 thick wall up, and then put another 1 thick wall (unattached) behind it. Does the exposition radius effect stuff behind the wall? Where is the explosion? Is it inside the wall, behind the wall, or on the front side of the wall where the rocket hit? Might need a side-view for this.
    This could be an issue (bug) with rocket collision/detonation timing.

  • @Chosen1Creator
    @Chosen1Creator Рік тому +2

    Now I'm wondering if there were destroyed blocks behind intact blocks that you couldn't see.

  • @blueflame_sm
    @blueflame_sm Рік тому +1

    My guess is that rockets specifically only explode if they find themselves colliding with a block. Because the simulation steps it may happen that the rocket passes some distance into the creation (or it has a penetration depth which isn't listed and uses a raycast to compute the exact point of collision). Whichever is the case, it has to use either the new or old location of the vehicle after a simulation step. These results seem to suggest hits are detected using the old position, then the physics step, then the rocket explodes at the point of collision, meaning the vehicle has a split second to get distance from the explosion.
    In relation to how the damage is done in such a constant manner, it seems that it chooses blocks to damage at random in the explosion radius, so long as they are exposed to the outside.

  • @raphaelfranzen9623
    @raphaelfranzen9623 Рік тому +6

    Would be interesting to know , how many shots are needed for different parts. Some parts may be stronger or weaker than expected.

  • @nighter5215
    @nighter5215 Рік тому +199

    Day 40 of asking Scrapman to play Besiege (again)

    • @-aid4084
      @-aid4084 Рік тому +6

      Has anything changed in besiege from 3 years ago? I stopped playing and don't know.

    • @gooseyest
      @gooseyest Рік тому

      @@-aid4084yes! There been quite a few block updates

    • @sorinkoos9995
      @sorinkoos9995 Рік тому +2

      Yes

    • @MrRed1928
      @MrRed1928 Рік тому +1

      You are unlucky

    • @Siebren1234
      @Siebren1234 Рік тому +3

      He already did once, but besiege is already an older game at the end of its runtime

  • @Loop_Kat
    @Loop_Kat Рік тому

    As others have pointed out, I also assumed that the reason the explosion at 1:26 did less damage is because the rocket explosion is only programmed to occur at the initial point of impact, rather than also taking the velocity of the impacted target into account. Basically, the explosion "freezes" in place as soon as it hits a moving target, allowing the target to quite literally outrun the explosion damage if it's moving fast enough
    That said, the shield testing was very helpful and informative. It's obvious that the damage system overhaul made blocks sturdier, but I was surprised at just how _much_ sturdier the shield blocks have gotten, especially against the gun-based weaponry

  • @DTM_LFES
    @DTM_LFES Рік тому +7

    I suggest you playing space engineers because I feel like you can make a lot of interesting content out of that game

  • @chris993361
    @chris993361 Рік тому +1

    Strangely enough, and I would have to go back and double check, but it seemed to me that the forward velocity tests concentrated more of the broken blocks into the same area.

  • @GrandJediMasterYoda
    @GrandJediMasterYoda Рік тому +1

    the background music is such a nice touch! is that a catarinth song?

  • @StrangeQuark97
    @StrangeQuark97 Рік тому

    Hey! I might have 1 comment on the whole "rocket speed hypothesis" - while damage doesn't increase with velocity (which makes sense, since for rockets that's not a kinetic energy of a projectile, rather explosion energy of a charge) it might be affected by the reference frame you're in. It's all down to how the blast is propagated - instantly (with t=0) or does it actually takes time to spread over blocks. What I mean by that: imagine a case when you have 2 vehicles, one chasing the other and firing rockets. The faster they go the less blast will transfer to the hit vehicle, therefore causing less damage, assuming blast wave doesn't conserve momentum (doesn't move with hit vehicle) AND isn't instantaneous (so takes time to develop). I don't know if anyone has checked that, but it might be interesting to do so.

  • @Pystro
    @Pystro Рік тому

    I think I have a hypothesis on how rocket damage is applied:
    1 The game first takes the block that is impacted by the rocket, and applies enough damage to destroy it (but not a shield if that block happens to be a shield).
    Then it repeats the following steps a total of 4 times:
    2a Choose another block that had existed on the creation at the time of impact, randomly (but probably within a certain distance of the impact point).
    2b If that block still exists, apply enough damage to destroy it.
    2c Repeat from 2a.
    After that it probably does partial damage (creating glowing blocks and charred blocks).
    This would explain why in a creation with a very large number of blocks (125 blocks), you almost always get 4 or 5 blocks destroyed.
    While in a creation with only 4 blocks, you have a 0.3% chance of only 1 destroyed block; 12.2% chance of exactly 2 destroyed blocks; and 43.8% chance of 3 destroyed blocks and 43.8% chance of 4 destroyed blocks.
    And in a creation with shields (with 125 blocks + 150 shields) about 3 of those selected blocks would be shields, including the initially impacted block. Which leaves 2 blocks to be destroyed.
    Or maybe it always destroys 5 blocks and we just don't see them all because some blocks are destroyed on the hidden 3x3x3 interior of the cube...
    Impossible to tell without larger sample sizes and more accurate counting of damaged blocks.

  • @Dak498
    @Dak498 8 місяців тому

    12:35
    Scrapman's Car: I hate that stupid block! Get it outta heah!

  • @jimmyleonard3765
    @jimmyleonard3765 Рік тому +2

    I wonder if the difference between the blocks broken on the test subject are different because the car lost pieces?

  • @tombroad9239
    @tombroad9239 Рік тому

    TEST IDEA:
    Make a long, narrow creation with a consistent body. Add lots of mass to the front.
    Fire a rocket from a stationary launcher at the vehicle. Do this with the vehicle moving at various speeds (and maybe directions from the rocket's path, if you want, but I don't think that should change much.)
    Evaluate where the vehicle sustained damage from each trial, to figure out how velocity relates to the explosion's offset, and thus its delay.

    • @tombroad9239
      @tombroad9239 Рік тому

      When the vehicle is stationary, the rocket should detonate at the point of contact. This would by the point it targets, being the CoM, towards the front.
      When the vehicle moves at a higher speed, the explosion should appear slightly behind the point of contact, damaging a segment of the body further behind the CoM.
      (If the vehicle is moving backwards, with the CoM at the front, it might even be able to escape the explosion from a direct hit.)

  • @agoodname7111
    @agoodname7111 Рік тому +1

    You know it could be the fact that the rocket clips into the object before exploding because of movement frames, this sometimes happens in classic doom. this could change the blast radius or amount of damage on the outside

  • @DeathmetalChad
    @DeathmetalChad Рік тому

    Scrapman showing a clip from Juno gives me hope and a sort of feeling that this was a secret sneakpeak of what (type of)video will be there tomorrow...

  • @Chris-ok4zo
    @Chris-ok4zo Рік тому

    Really asking the important questions on this channel.

  • @BunjiKugashira42
    @BunjiKugashira42 Рік тому

    I suggest you test if the velocity of the target makes a difference. Reason being that when your plane was hit and received virtually no damage, it was moving away from the explosion.
    Hypothesis: The explosion happens with a few frames delay, so if you move fast enough, a rocket can't harm your rear.
    Possible test: Create a fast vehicle with a rocket-launcher on a pole sticking out the back. Shoot at yourself at different speeds and compare the damage.

  • @troffmad
    @troffmad Рік тому

    Multiplayer challenge suggestion: battle with a detachable ramming blocks to prevent collision self-destruction.
    Everyone has 3 detachable ramming blocks, after using them into opponent next going to be your remaining vehicle

  • @jaumeroca9612
    @jaumeroca9612 Рік тому +1

    I think that when the rocket barely made any damage to your falling plane, it was because when the explosion spawned, you were falling so fast, that you got mostly out of its radius. So for me, the rocked speed doesn't make any difference.

  • @harlyquin
    @harlyquin Рік тому +4

    11:38 that looks like 5 blocks little fella

  • @tombroad9239
    @tombroad9239 Рік тому

    I think it's more to do with how the explosion overlaps with the target.
    The explosion probably appears a split-second after impact, and might even linger for a few moments.
    If you're travelling away from the rocket (like in the glider example), the explosion generates behind you and moves further away.
    When the attacker is moving towards the target, the contact velocity is different, but the explosion is still acting upon a stationary creation.
    If the target is moving toward the rocket, the explosion will overlap more with the creation as it travels into it. (Unless it moves quickly enough to exit the affected area before the explosion activates)

  • @endymionselene165
    @endymionselene165 Рік тому

    Bad thing is Scrapman is that you can't see one face after the firing without flipping the cube and you can't say with absolute certainty that a missing piece is the result of the rocket or you flipping it.

  • @unything2696
    @unything2696 Рік тому

    Video idea for multiplayer: Make a target at the bottom of narrow a pit or gorge. Build a vehile to fly or drive across the pit. Your try to hit the target with that 'falling' rocket by matching the speed of the rocket.

  • @steeljawX
    @steeljawX Рік тому

    So about this, I think explosive damage is applied radially from the point from the explosion. So most vehicles are caught in the middle or running into the explosion meaning they hit a wave of the damage. But if you're moving away from the explosion fast enough, I think you'd be out pacing the rate of expansion on the damage wave. So the speed of the rocket isn't what's important, it's the speed of the target at the moment of impact. That's my theory.
    But you need to use glass blocks instead of solid blocks. The material painting doesn't effect the integrity of the blocks and there's probably damage going on inside that might help explain some things. Something else to consider testing is spaced armor. Armor blocks or blocks, pipes or longer 1x whatever blocks acting as connecting supports with empty space, then the main body. Does the damage penetrate (the official term for what's happening) through the armor, space, and hit the body or does the armor take the brunt of it and all the damage is wasted in the empty space?

  • @Jayson_Tatum
    @Jayson_Tatum Рік тому

    @Scrapman What I think is happening in the first damage test is a result of the game's tick speed. I think Trailmakers doesn't have the most consistent tick speed mechanism. Which basically means that damage (along with many other features) are dependent on how the game does real time updates. I think the damage the rocket does is really dependent on the tick speed or "update" speed of the game itself. I noticed this with your first test against multiple cubes. The last one had a delayed explosion compared to the others, almost as if it missed the game's update timer, and reflected the update in the next available frame. I hypothesize that's why it seemed to blow up inside the cube and not on the surface. Further, I believe that the splash damage is entirely random and depends on what type of block it hits. It almost has an explosion radius of 3 blocks from the center, and randomly damages blocks within that radius. This could explain why some rockets didn't do damage to where they actually impacted. Once the rocket explosion is triggered by hitting a surface, that damage radius is then randomly applied. Finally, this could possibly be applied to why in your single engine video, the rocket hitting you while you're A., traveling away from it, B., going down, and C., you were spinning.
    So A: the explosion trigger calculation hit empty spaces when it was triggered, causing minimal damage.
    B: Falling could possibly mess with how the rocket's damage is assessed? Although unlikely, based on your velocity test.
    And C: Spinning. I think this is the biggest factor that could be tested next. You were spinning AND falling, which could result in a weird damage calculation, or even cause the damage radius to virtually miss your craft entirely, which is what seemed to have happened. I think it's important to note that if you were spinning on a single axis, it probably wouldn't cause the rocket damage to miss, but since you were spinning off axis, which rotated your center of mass around an ellipse, caused the rocket to do almost nothing.

  • @kacperkonieczny7333
    @kacperkonieczny7333 Рік тому +1

    Idea for another video try to make a plane where instead of wing pieces you use helicopter blades

  • @papichulo9684
    @papichulo9684 Рік тому

    You’re like John madden with that mouse cursor 😆. Shoot here and go here and this hits here and when you shoot WHAP! It hits right here.

  • @buckduane1991
    @buckduane1991 Рік тому

    So, that’s rockets in game. But what about the gunpowder cannons like from your hovercraft video? Do they react like mysterbuster clip as well? And what damage do they do on impact? Plus, what if there was internal damage to the cube you couldn’t see? You actually had five blocks missing quite a few times but counted it as four as well. There is a lot more to test and learn from! I’d say to go out, make mistakes, and get messy, but I feel I’d get run over by a copyright bus, which is not a magical feeling.

  • @ItsDTing
    @ItsDTing Рік тому +2

    Good morning scrapman thanks for the video hope you have a good day

  • @romanbrown2027
    @romanbrown2027 Рік тому

    Before I watch the rest of the video, I'm making a guess that with the beginning clip, the reason it did so little damage was because the plane was moving so fast, in between the time the rocket registered it hit the plane and the next Frame when it exploded the plane had moved away from the explosion

  • @deadvenom4994
    @deadvenom4994 Рік тому +1

    Test Results!
    Stationary Car and Object = 4 Blocks destroyed.
    Car going forward and Stationary Object = 4 Blocks destroyed.
    Car going backwards and Stationary Object = 5 Blocks Destroyed.
    We need to see more of the car going backwards to see if that was a coincidence or not.
    The one thing this test does differently from the original video that created this test is that the object getting shot is stationary.
    We need to see you do these same tests but on a moving target to get sufficient evidence.

  • @DJS048
    @DJS048 Рік тому

    Hey Scrapman, love your videos btw, if you are going in reverse you destroy 5 blocks instead of 4
    11:48 12:15

  • @mikelenz1990
    @mikelenz1990 Рік тому

    He probably would’ve had five shots at the 15:27 if it didn’t also blow off a piece of your cars fender in the back behind the rocket launcher scrapMan, so technically it is blowing off five ! On a different note, the clip you showed earlier in the video with the whole hypothesis starting this video of falling rockets doing less damage. The question kind of reminded me of your one V1 battles with the hang gliders using rockets that comment just so you know so you’re actually Answering a question for now one video involving just the fighter planes, but also to hang glider in my opinion, even though I never put that very comment down in the hangar video because I didn’t even know how to word it

  • @slimedev4920
    @slimedev4920 Рік тому

    The driving backwards test was consistent for both. The first one was five, and so was the second.

  • @rltt379
    @rltt379 Рік тому

    It's not the damage of the rocket that varies, it's the fact that when you move away fast enough from an explosion it won't hit you as hard. For the game it's because you fly away from the rocket, but when it hits you there's a tiny delay for the explosion + a little bit of server lag paired with your speed cause the explosion to occur behind you with a little bit of space damaging you less (of course it's way less damage than it would be irl)

  • @Hadeks_Marow
    @Hadeks_Marow Рік тому +1

    Straight off the bat, I can tell that there is an issue of collision triggering. "Explode" in an event. The event is triggered when the rocket collides with an object. The issue is the "triggering" of the event isn't fast enough where the rocket is out pacing the trigger. By that I mean, by the time the event triggers, the rocket ALREADY has traveled some distance PAST the point of impact. And the location of the explosion is based off the rockets location which is not accurate. What would be accurate is if it was based on the point of impact _(relative offset from the part it hit)._ So if the rocket hit the left side of block#23, the explosion should be based on the left side of block#23. But instead it's based on the rockets location.
    Here's the reason why that's an issue:
    Because the rocket is not solid/can pass through blocks, what is happening is the rocket will hit an object, travel some distance. . .and THEN explode. You could refer to this as a _delayed annihilation - cough -_ sorry, I meant delayed detonation. So rather than blowing up at the point of impact. . . it is instead blowing up PAST the point of impact. In this case, it is blowing up INSIDE the object.
    So I think, only 4 minutes in: An easy conclusion to make isn't so much that the speed of the rocket matters, rather how fast the object is moving away from the rocket. It doesn't effect how much damage there is, rather it effects how accurate the location of the explosions center is. The current collision trigger just isn't fast enough and thus hit detection isn't accurate.
    I would go as far as to file this to the devs as a bug report as this is something that can be patched out, as this is a bug and not an intended feature.

    • @Hadeks_Marow
      @Hadeks_Marow Рік тому

      PS, I misspoke, hit detection technically IS accurate. What isn't accurate is the rocket position relative to where it was supposed to explode at. That's because it's hit detection/triggering is too slow. This is why most other games program their projectiles to be relative to the point of impact rather than to that of the projectile.

  • @gearavien2784
    @gearavien2784 Рік тому

    There's one more experiment that has yet to be done and it's whether a moving target affects the damage, maybe we can have a stationary rocket and a moving target next time?

  • @sjoervanderploeg4340
    @sjoervanderploeg4340 Рік тому

    The reason behind the "randomness" between shots is simple, the physics update only happens a set amount of times, so when things are moving fast the events happen at different moments when that collision is triggered.
    There is no real way to make this more consistent, unless you do your own pixel precise collision detection.

  • @Logoiuy
    @Logoiuy Рік тому +2

    Maybe the damage is calculated based on the size of a block. So if you have a wedge that is half the size of a normal block, it will take twice as much damage and because of that, a block made out of wedges will lose twice as much parts as a block made out of normal blocks, but by doing so, lose the same amount of volume. Hope you understand what I mean

    • @suicidalbanananana
      @suicidalbanananana Рік тому +1

      Wouldn't it make more sense to be the opposite? so a wedge thats half of a block would have _half_ the health of that block? not double??

    • @Logoiuy
      @Logoiuy Рік тому

      @@suicidalbanananana That's kinda what I meant. Maybe I haven't formulated it that well: with "taking twice as much damage" I wanted to say that it is going to be damaged twice as much -> have half the health. So for example: 2 parts are going to fall instead of 1.

  • @nan8228
    @nan8228 Рік тому

    i believe that for when he was falling out of the sky in the jet video and he barely got hit by the rocket is because the rockets take a fraction of a second to explode after being detonated (hitting the build)
    I have seen this in supersonic planes that have a self-destruct button where if you're going fast enough and you hit the self-destruct, even if the dynamite is in the center of your vehicle, the explosion will be very far back, sometimes dealing no damage whatsoever.

  • @James_Kosmo
    @James_Kosmo Рік тому +1

    hello! nice video. I was wondering if the blocks under the cube where destroyed but wherent visible. Just a thought. Never mind scrapman checked lol

  • @oshimia6746
    @oshimia6746 Рік тому +1

    I was under the impression that the rockets have an explosive radius and does a certain amount of damage in that radius. When you were hit by a rocket while falling you moved mostly outside of that radius before the damage occurred. So it's not that the rocket did less damage, it's just that you were less exposed to that damage.

    • @Raziel7888
      @Raziel7888 Рік тому +1

      Yeah that's how i perceived it to work also. would be interesting to see if location of the explosion has an impact, if hitting the floor in front of the cube would also yield 4 blocks, or more possibly more, depending how the game calculates it

  • @Silverwing2112
    @Silverwing2112 Рік тому

    Okay the number of times you've failed to count to five is honestly hilarious.

  • @draemora.
    @draemora. Рік тому

    I think it may have been a combination of two things. The rocket hit a protruding block right at the edge of the build and you were moving fast enough in the plane to move out of the explosion radius, out pacing the 'wave front'. Just a theory from what I saw, maybe you could devise a test to try it out somehow.

  • @gabstertnt
    @gabstertnt Рік тому +1

    Bro speedrunning life faster than War Thunder players leaking documents to get vehicle buffs 💀

  • @korrupt_alfiegames9783
    @korrupt_alfiegames9783 Рік тому +1

    Day 25
    of asking ScrapMan to make a 2v2 video where each team makes a cargo plane that launches a glider one person makes the glider another makes the cargo plane and whoever's glider goes the most far wins then each round both teams get 1-5 mins to upgrade the builds but they cant communicate while building so u have to be very careful with what u change.
    The cargo plane would launch the glider at a certain point or after a certain amount of time idk what would work better.

  • @lordsrednuas
    @lordsrednuas Рік тому

    That does seem to cover relative speed, however there is another variable.
    Target speed.
    This depends on how the rockets calculate their damage propagation.
    If the damage is calculated in a radius around a centre point, the further you are from that point, the less able to be damaged you become.
    Even if the rocket impact and it's detonation only takes a single physics tick, a fast enough creation could at least partly leave the area where it will be damaged.
    Basically the same principle that allows fast things to phase through solid objects in games, be going fast enough that you move significantly between physics calculations

  • @michaelpierce9708
    @michaelpierce9708 Рік тому +2

    I'm also wondering if weight or surface space affects this to? Like if you use only 1x2 would more be destroyed? Or if weight has a higher resistance?

    • @xtainius615
      @xtainius615 Рік тому

      actually explosion damage is less effective against tightly-packed smaller parts, if he had made the cubes the same size, but using 1x2 blocks, the damage from the explosion would be significantly reduced. people have done a lot of testing with this sort of thing and there are videos showing and explaining how explosions are calculated as well as block hp. as far as i know all the "basic" blocks (everything in the blocks section including the aerodynamics section, not including shields) all have the same hp, so for example a 1x2 has the same hp as a 4x8, which is why using smaller parts is much more effective for providing protection

  • @FanaticaExtremis
    @FanaticaExtremis Рік тому

    The rocket probably generates an 'explosion object' on impact that stays in the place of impact. So if you would make the target move, it would move out of the 'explosion radius' and possibly sustain less damage

  • @rarestarball
    @rarestarball Рік тому

    I dare you to make a missile battle with Yzuei and JBRder. The missiles are controlled by a seat inside. Can each of you play in the Danger Zone, and do a chase where you each make a car and a missile. You try and make it the farthest, and whoever’s car makes it the farthest wins. Try and make the missiles you build take out the car by hitting it with the missle. Good luck. Also infinite thrust, and dynamite.

  • @h2oninja878
    @h2oninja878 Рік тому

    it makes sense that some outer blocks would break, as the inner blocks will transfer the energy straight to the outer blocks, keeping far less of the energy. kinda like a newtons cradle

  • @pcenero
    @pcenero Рік тому

    Target movement plus network latency might contribute to why the plane in your reference clip sustained less damage. Pure speculation: I think rockets generate an explosion sphere that scans the blocks it contains and iterates over randomly selected blocks to assign damage (with durability checks) to until maximum accumulated damage is reached.

  • @FIashOOT
    @FIashOOT Рік тому +1

    Could you see how much rockets you need to break the sound barrier? Maybe its possible if you shoot a crate out of you Car or plane what you wanna build,and than shoot it with the rockets. Maybe that will make you move(just a idea,i never testet it)

  • @jocosesonata
    @jocosesonata Рік тому

    In the next experiment, you should try finding out what design of shielding works best. Because I'm curious whether shields offset the block is more effective and blocking damage than the ones directly on top of the blocks.

    • @dragonmasterlangeweg7625
      @dragonmasterlangeweg7625 Рік тому +1

      I would assume that shields that are distancing from the blocks by a bit would be beneficial, and if you place shields on the back of shields you will probably benefit more from that, because you essentially have two layers of shields, while only taking up a space that is two blocks wide, compared to other methods of getting two layers of shields. I shall attempt to demonstrate the idea with text symbols because I suck at explaining things but basically if 0 is a block and | is a shield, then it would look a bit like this || 000. The shields connection points are connected and the inner shield is slightly smaller to allow you to connect the shields to your build and still provide decent protection.

  • @theodoric4270
    @theodoric4270 Рік тому

    At 3:35 it looks like the rocket clips into the block before it explodes (probably because of some phenomenon with the rate of physics calculations). If this is true, I would have expected to find some destroyed blocks inside the cube. That said, I think you handled the anomaly very well if you just wanted to focus your experiment on the one question.

  • @nathanielfarrell9349
    @nathanielfarrell9349 11 місяців тому

    I think the reason why not many blocks were destroyed was because the explosion radius was away from where you were because you were moving forward the explosion radius was where the rocket impacts which you had just narrowly avoided the radius aside from the one block that was just barely inside the radius if that makes sense @Scrapman

  • @MaxPredelus2
    @MaxPredelus2 Рік тому

    y'know, I don't think mech battles have really been done yet in trailmakers. I really like the aspect of mech fights. Mech tournament

  • @YusufKayeht
    @YusufKayeht Рік тому +1

    11:25 The target probably have to move away from the explosion impact to do less damage.
    Because the explosion damage cant spread to blocks that arent in range anymore.

    • @GummieI
      @GummieI Рік тому

      While true, and more like what my original comment featured in the video stated, it's not quite the intent I was going for either really, as what you are proposing here, would less be the "rocket dealing more/less damage, due to difference in speed of rocket and target" and more of a "the target moved away from the impact before rocket could do any damage". Think of it maybe like this, if you were to shoot into a tunnel of blocks moving along, then the damage would still be the same regardless of if the tunnel was standing still, or moving, it would jsut be dealing damage in different parts of the tunnel (ofc, good luck getting a rocket into a tight enough tunnel, to see most of its damage actually applied inside the tunnel xD)

  • @anonymouscoward7559
    @anonymouscoward7559 Рік тому

    A wall of 2X1's would be interesting.

  • @imnoob8960
    @imnoob8960 Рік тому +1

    day 9 of asking Scrapman to build full function "The Soviet Union's VVA-14" 🔥🔥🔥 in trail maker of course

  • @barefootalien
    @barefootalien Рік тому

    \*slowly raises hand* Um... am... I imagining things? I swear the blocks show how much HP they have.

  • @kuntalsaha3990
    @kuntalsaha3990 Рік тому

    You should really try this on moving targets as in the plane video aircraft had a relative velocity than the rocket. So maybe the time gap between the rocket hit and the explosion was enough time for the aircraft to move out of the explosive radius.

  • @RaggedyMan78
    @RaggedyMan78 Рік тому

    I love these testing videos

  • @1MrShiny
    @1MrShiny Рік тому

    With your comment at the end about ramming being the most effective, i wonder if body shape/points of contact would make a difference in damage done?
    Would a wedge or cone disperse damage done to your vehicle, or would a wall of blocks add more impact with more points of contact?

  • @ceroluthor
    @ceroluthor Рік тому

    with the info on the shields now, wouldn't better armor designs have a gap between the shield and the actual body of the vehicle by way of a spacer? It's a commonly used tactic in Ark/Rust anti-raid base design, you create a pocket of nothing so rockets, grenades, and c4 doesn't destroy what's behind the barrier wall

  • @ezra5154
    @ezra5154 Рік тому

    Scrapman: this is rocket science
    Me: ok I’m screwed
    Scrapman: we’ll it’s not really rocket science
    Me: ok great
    Scrapman: so we are looking at conventional force with it not having its own velocity despite it looking like it because it doesn’t have any propulsion

  • @Kano_dc
    @Kano_dc Рік тому +1

    Love these videos!

  • @satonic7977
    @satonic7977 Рік тому

    11:38 on both instances of scrapman backing up and firing. 5 Blocks were taken. Not 4 like he counted on the first one.

  • @ameliasmith5342
    @ameliasmith5342 Рік тому +1

    i think the rockets are programed to just to do damage to the creation, so therefore no realistic aiming thingy

  • @user-gh7pq2jq8h
    @user-gh7pq2jq8h Рік тому

    You should do a bombing plane battle and try and destroy the most ground targets as a challenge

  • @Why_not_p1ck_1t
    @Why_not_p1ck_1t Рік тому +1

    You should do RC attack planes

  • @wjng8425
    @wjng8425 Рік тому +1

    You should make a challange where the plane is afraid of heights, exploding immediately when exceeded a height preferably not higher than any mountain in the map, rules are no going over the water.

    • @Vulcan.
      @Vulcan. Рік тому

      i'm pretty sure he's done that

  • @lauchtv3318
    @lauchtv3318 Рік тому +1

    Hey, love the vids. Im German and just startet playing Trailmakers finishing the campaign. Did a pretty good drift car as my first Build/ upload and wantet to ask if you could make a video showing off some drift cars. Ik that you did one on a custom course like 2 years ago were you said thta you r not the best but would still enjoy you trying :)
    Name one Trailmakers 1auch if needed or anyone else in the comments want to check out my Build.

  • @anonimaus1618
    @anonimaus1618 Рік тому

    1:26 I've a weird theory that speed *might* actually matter but that it works only on the basis of speed of the targeted/exploded vehicle and not relative to the rocket. E.g if that vehicle is racing away from the explosion the calculated number of blocks to be destroyed within a certain radius of the explosion may technically be less because the vehicle is exiting that radius as its being calculated. You could try this test in reverse with the gun fixed in position and the target moving away from it to see if it be accurate?

  • @exlipse3461
    @exlipse3461 Рік тому

    Personally I would assume since it is multiplayer, the lag/ping allowed you to move forward for a few frames before the explosion started and by then your aircraft had already travelled to the edge of the explosion radius and thus only dealing a small portion of its original damage.(Just and possible explanation of a theory)

  • @sksofficial5908
    @sksofficial5908 Рік тому

    i think its funny how people go around like rocket science is the hardest thing to learn.
    then u ask them what made those calculations and they realize its the computer science thats the hardest.
    someone had to write that code so it could even know how to make those calculations.
    just figured id throw my 2 cents around a little bit, sorry if u didnt wanna know, but the logic just kills me lmao

  • @nosferatustg7675
    @nosferatustg7675 Рік тому

    Alright, i will drop some of the stuff i have found out by myself and hopefully y'all see this and find anything interesting
    First off, explosion AOE is absolute, damage always goes behind the first layers and into the latter layers of a build sprinkling damage all around, that explains the inconsistency and damage patterns of each shot, as damage just goes all around and doesnt focus on a spot for most of the time
    *Then why use shields if the first layer is tresspassed anyway?*
    That would be because the way this game seems to work with explosion damage is by spreading it out on all blocks in that area, shields are much more bulkier than normal blocks so they too absorb a lot of it, reducing the effect on the inner layers
    Something else that is interesting is, this game has no scaling when it comes to the health of blocks
    That 2x2x2 was taking 4 shots to go out, that is also true for 1x2s or 1x4s or 2x4s or so on...with only 4x8s receiving a buff and taking 8 shots instead
    That means an area filled with 1x2s has more overall HP than 2x4s for an example, and the same is very true to shields, a 1x2 shield is as strong as a 2x4, but you can fit in many more...one of the reasons Scrapman might have received so little damage in that clip is the fact that that part of his build had so many smaller different parts all over the place..
    I have made a few videos on this topic where i go really in depht so...feel free to check them out! Wall text out.