it looked like you were standing on a bit of a incline for the first round, and that slight angle got more extreme when your missile flew that long distance
Analysis Scrapman: - Missile will always go a little to the left right at the end when the spinning happens, but if the ground is even slightly uneven (like entirety of last round), massive oof to the flight path. Yzuei: - I love the design, but it's the wrong missile for the job and at most a prototype. If it was competition to hit multiple targets then maybe; however... - Missile itself never hits the ground, so biggest projectile available isn't made full use of. - 12 dynamite is just not enough payload for it, especially with all the glitching. - The further the missile travels, the higher up in the air it is, the wider the area over which explosions are being spread out. This is rather bad when the explosions are small and you are trying to hit a single small target. PS: I would love to see Yzuei's missile improved and used in another video.
Would like to add that a lot of the difference in effectiveness came from the density of the dynamite. Scrapman's dynamite are close enough that they often detonate each other while Yzuei's spread out over a long distance. This means Yzuei is more likely to hit the target with the dynamite, but Scrapman is more likely to have the dynamite actually detonate when it hits.
I don't think yuzis missile is particularly wrong, it's just the density of the dynamite isn't enough to make full use of it. If he had a lot more then he wouldn't really need to get dialed in as long as it's straight. Although this is changing the challenge. Although for scrapman it was much easier to get locked in due to seeing where the missile actually hit and not just where the dynamite hit.
Also i think i know why some of yzuei s dynamites arent hitting Maybe he accidentally made some of the dynamite detachment pieces also scrap the dynamite that way it wont explode
To answer your question scrapman, at the 24 to 25 min mark you asked, "Why is it that the more right i am the further left it goes" the answer is genuinely very simple, you keep tilting, your missile is not travelling straight up, it is going up relative to your vehicle, there for if your vehicle is not perfectly horizontal it will cause angular velocity, this is why rocket trucks in reality have stabilized firing platforms and computers, this phenomenon is also true fr bullets fired from guns, arrows from bows, tank rounds from their cannons, balls and pretty much any projectile working in a gravity, so when you were turning right your vehicle tilt with the terrain till eventually you had surpassed the angular momentum and over shot to the right
@@DaysofKnight The uneven ground had more of an effect. During the second round, the middle was almost going perfectly straight. But the first and fourth, when there was uneven ground tilting his vehicle to the left, his missile was also going left. One other thing during the last round, as he turned more right, it seemed to go more left. That was because the missile was not at the center of rotation of the truck ,and caused the missile to be at an even greater angle.
@elijahspooner3462 You can still *clearly* see when the spin activates it jolts to the left, though, when he followed it that one time. If you can't see that, I don't know what to tell you
@@DaysofKnight and yet, it wasn't consistent even though the gyro is a constant. The slant of his vehicle varied with each postion. I'm not sure how much more clear this needs to be explained.
Video idea: 2 people in an antiair vehicle vs 2 human guided missiles, one person is in charge of making the antiair and another on the human guided missile(in trailmakers ofc)
*Scrapman 2 days ago:* Let's spend hours going through the ground to get the best possible time on this race! *Scrapman today:* We really need better ground collisions.
Ok, team battle. One person creates a vehicle that launches a missile and the other person creates the manned missile that will be launched. The object is to destroy the other teams land vehicle. Player in the land vehicle is in charge of launching and dodging the missiles and the player in the missile is in charge of finding and destroying the other land vehicle. I suggest using the whole island but that's up to y'all.
Yzuei's missile accelerates slowly when launched horizontally, requiring a certain speed and impact for the bomb to detonate. However, because the bomb is launched in a carpet bombing style, the landing point and accuracy of the bomb are very low. In addition, although the horizontal missile can maintain a straight line relatively well when launched, the height will also affect the accuracy and density of the bomb. The probability of Scrapman's missile detonation is much higher than Yzuei's because the missile takes off and lands vertically, and the bomb gains higher speed during this process, so the probability of detonation is higher. Although the landing point accuracy of vertical missiles is not easy to control compared to horizontal missiles, it can be compensated by the explosion range and the number of bomb detonations., it is a good battle btw!
Watching this video gave me 2 ideas where you could take this next. Idea 1: long range missiles fired from battleships. Similar concept to this video except you're launching from ships and the missiles are not cluster missiles. You both have to be on opposite sides of the island and have to fire over it to get the other person’s ship. Idea 2: Battleships. You both create a fleet of ships that are joined together with power couplers to make a single creation (like you did in the formation dogfighting video) with each ship firing a missile of some kind. Due to the potential complexity this could end up being it might be that your missiles end up being one of the weapons already in game. For both of these ideas you could make it more interesting by starting on calm sea and increasing the waves with each round. As well as choosing new locations.
Reminds me of that one ScrapMan Vid Creation Showcase that had that rad Vehicle designed to grab a Barrel, attach several Dynamite, then chuck it... :D
24:06 My god that placement of that dynamite. That is the luckiest but also the unluckiest thing to have ever happened. For the luckiest moment where the dynamite landed right there and for the luck being so unlucky that it didn't explode right there. Yzuei is the unluckiest person to have gotten his dynamite right there and it not exploding.
13:14 I think the reason your missile kept veering to the left is because the ground you're on is ever-so-slightly tilted to the left. If your ground is perfectly level, then the missile would fly perfectly straight
And the ironic thing is they're called this game's equivalent of Chickens, but they don't always know when to actually ACT Chicken and pay the price for it... :P (Hint to the Chickens: Boom Booms = Scary!)
I hope in the future that Trailmakers adds antenna so you can make longe ranged missle challenges across the map. Like across the High Seas map for instance. Could open up a couple new ideas involving long range combat.
This was an awesome challenge. I think it should be done again with adjusted rules. +A cabin hit should count as kill. (Technically speaking crew and operators would be devistated.) +In the event of a tie the opponents will have to trade possitions. +If both/all players miss, They may choose to stay or move possitions limited within their first posistion. (This can help or hurt the players from both sides.)
Day 5: Idea for Trailmakers cooperation challenge: two teams of two people each, you build a vehicle for both teams to use. One person from a team controls one half of the vehicle, and the other person controls the other half. Both people have to be pressing the shoot button to shoot. You make truly amazing content ScrapMan! Please keep your channel alive.🥺
I think it's more like a classic balistic missile. The Javellin I think can be lanuched from any angle and it follows a close to the ground trajectory to avoid detection before pitching straight up and then straigth down just before impact to hit the target from above (as tanks usually have more armor on the sides than the top).
You had to build it with an angle stabilizer, so the behavior of the missile would be more predictable. But sincerely, the video was way funnier this way :)
You guys should play Battleship in Trailmakers. 1 Aircraft Carrier (5 length) 1 Battleship (4 length) 1 Cruiser (3 length) 1 Submarine (3 length) 1 Destroyer (2 length) Maybe each ship could have a different attack like: - Aircraft Carrier sending an unmanned plane to drop bomb after certain distance or time - Submarine sending torpedo - Battleship/Cruiser/Destroyer sending big mortar/cannon shot. OR: you can be in a moving boat (not one of the 5 ships) with a Mortar that doesn't count if it gets hit. You guys can spawn a big floating wall maybe and call HIT like in the board game. Or you won't include the wall and just shoot at each other. 🚢🛳️🛥️🚤🛶 🛩️💣🚀
Suggestion/Idea: Build a combat vehicle that uses containers as weapons. It can pick up the container and swing it, or it can fling the container, etc.
This video gave me an idea, its kind revisiting something that you did, but with the new blocks you can became more realistic. 2v2 Destroyer vs Bomber Rules for destroyers - can't have shields, the destroyer part can have maximum speed at 80km/h and can't have any guns. HOWEVER, you'll have a gunner (second player) wich can have 2 turrets that he controls, 1 with maximum 2 miniguns or 3 auto cannons and the second tower called big gun with 3 large canons AND 2 rockets. The rule for the gunner is that he needs to fit the ship, he can't have shields, can't have auto aim AND each turret can't fire at the same tine. You can use logic to block the other turret. Winning condition for the destroyer, survive an X amount of minutes. If the turret is destroyed he can still continue, the losing condition is that the boat can no longer moves, sinks or the pilot is ejected. Rules for bomber - you need to have 1 pilot and 1 bomber. The plane can't have shields and can't be faster than 160km/h (double the boat speed). The pilot can have 1 auto cannon or 1 EMP with no auto aim. The bomber needs to be in the middle on the bottom side of the plane but the hole "bomber" needs to be in a gyro aparted from the plane, is like an independant part. He can't have shields and can have at maximum of 4 weapons of his choice, but no lasers or emps. Wining condition the destroyer is sunk, the captain is ejected or he can no longer move. The plane can respawn as many times as he wants. The idea is that the bomber is independant of the pilot, and can only aim below the plane so the plane is forced to be flat and above the destroyer so the bomber can be easily spotted. You can add another rule for the destroyer where all the function parts are in the same area of the boat and you paint it to be signalized for the plane where he needs to aim. The teams switch up and the team with the most time survived as the boat is the winner. You can do changes however fits. Thank you.
Hey! Scrapman, the reason why your missile goes left all the time is because when your missile spins, the fins at the back becomes like a rotational paddle in the air and goes to the left think of it like the ammo in modern tanks, they use fin stabilize for the projectile itself unlike old tank use rotation for the projectile's directional stability and the difference of those two in terms of propelling them is the fin stabilized one comes out of smoothbore barrel so the projectile doesn't rotate meanwhile the old one uses rifled barrel so the projectile rotates very fast creating Gyroscopic effect for stability
This is one of the coolest videos of the multiplayer battles style content you guys do! It reminds me of the time i played Arma3 with friends and it was amazing, except this somehow feels better because you can create your own and much more advanced technology, although the block building makes it bulky. I'm pretty sure you can do some sort of stabilization so launching from a tilt wouldn't matter too much, as well as more advanced ways of deploying the payload like spinning slower, but also staggering the release like Yzuei did to reduce clumping and deliver more even damage over a small area.
Human Guided Cluster Missile vs Battleship, all players would build their individual cluster missiles and use a pre-built battleship from the workshop or all players will use a pre-built cluster missile and each person will create their own battleship. Each person can use 2 miniguns and 2 energy shield for their battleship; Each person can use 4-8 dynamites for their Human Guided Cluster Missile.
Idea: Hover Torpedo Battle. Everyone builds an amphibious craft that launches torpedoes that skim along the ground or water via hover pads. The amphibious vehicles may or may not be hover, and have a single smart cannon for point defence. The battle takes place in 3 rounds: Round 1 is a land battle. Round 2 is a sea battle. Round 3 is a mixture of the two.
6:25ish... ScrapMan: "I Really wanna put more Thrust on it, but I just have no more room..." Me: Those Tail Fins have Connector Tops silly. Ya ever try out Dragon Jets mounted onto those? ;) 13:20ish... Theory: Perhapskis your Hill is not quite level enough and is keeping your Truck tilted a tad to the left, thus tilting the Aim a tad to the left. Sad thing is, even if ya had given your Truck Stabilizing Legs with Friction Pad Feet and a Gyro Stabilizer, I still dunno if this coulda solved the problem quite enough, considering how Trailmakers Physics tends to go about its job... 🤔 17:00ish... Looks like your ground is flatter this time, and is givin ya a much straighter shot. 19:30ish... Lookin to me like this time, your spot is leaning forward and pretty hard to the right... this is gonna be some real tricky aim... End of Vid: Totally agree on revisiting this if Dynamite Impact Mechanics get changed. :) ... actually, why not take it farther? Possible idea for New Parts? Ya know those 1x2, 2x1, and 2x2 Cone Pieces...? What if they were to marry Dynamite and have a Baby, and that Baby happened to get named... "Warheads"...? Aerodynamic Explosive Tips...? Yes please... >:D
my brain when scrapman explains logic blocks== brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr forgets i'm watching a video and almost falls asleep lol . good videos!
Video ideas: (space bound map) have a target on the surface of one of the planets and make an orbital strike cannon that’s actually out of the atmosphere of the planet. Another idea is you could do a vehicle that shoots a missile out of the atmosphere and it has to reinter the atmosphere to hit the opponent’s vehicle.
I'd love to see some more max complexity battles. 1: sub battle 2: Hover craft Battle 3: spaceship dogfight 4: land vehicle battle 5: beyblade evolution 50%, 75%, max complexity
Please consider this idea.!!!!!!! In trailmakers. Challenge each player to build 20 small gliders and give them random flight paths with control surface settings. Then every player will take a propped plane with a mini gun and try to destroy other peoples gliders falling from the sky. Winner will be the one with most destroyed gliders. "THAT MANY GLIDERS FLYING AROUND WILL BE A SIGHT TO BEHOLD"
Your rocket is pretty cool. I can Imagine it on dune or something “entering space” before coming back down for the kill. Putting a trailing camera on it might make it even more satisfying.
I don’t know why everyone uses dynamite on detachable blocks for this, you know when in Real Life there is a homing missile targeting a plane; the plane spins around and puts “explosive flares” in ALL directions, not to change the target, but to make a guarantee chance to explode on contact with the large number of bombs. So why don’t you use the bomb bays that you(Scrapman) used in the “Airborne update” for your “perfect plane” you called? Some of the advantages of this is: No need to repair, smaller, easier to uses, and more effective! The only disadvantage I could think of is that it is really heavy. I hope you read this comment fully and if you made it here(anyone), thank you so much for reading!!
Make a tank with a site using the decals and camera blocks. I tried it and had to make an iron site system, which it's still incredibly accurate. Don't forgot the pistons for the guns! The speed is important!!!
Ever noticed that wenever your rocket tilted to the left, you were standing on a slope going down to the left? So your rocket was tilted to the left before launch causing it to tiilt to the left during flight ... so a system compensating this would have been worth gold here (maybe four altitude sensors and a launch pad able to tilt in 2 axis ... there could maybe be some programming tilting the launch pad until all altitude sensors are equalized ... just don't know how precise altitude sensors are in Trailmakers and whether it's sensible enough or not) Also it would maybe have been more effective to stage the dynamit release (just a little delay, not much) so your spread would have been 3 rings instead of one and this way would have covered a bigger area without loosing too much explosive force
I think a fusion of this and the human guided misile could be fun. The misile gets 2 bomb bays that have the fire button bound to the same button that will detach the thrust
how do you move super fast in the cinematic camera? I can only move super slowly. What button are you supposed to press? Would really appreciate some help 💙🙏
video idea : missiles with no explosive so you have to connect to the plane with the anchor blocks or magnets and use the missile thrust and controls to try and down the plane
Yzuei’s malfunctions gave me an idea. Have one player fly a dive bomber through a gauntlet of other players that have dumb (unguided) SAM batteries set up along the path, proximity or air burst missiles. If the plane makes it and destroys its target that player gets a point.
Maybe it would have had better results if you both used the bomb bays! The bombs would be a projectile instead of an object, so maybe that would have helped some with the inconsistency of the dynamite phasing though the earth. Yuzei got absolute robbed by that happening lol But the fact he managed to LAND a dynamite on your launcher from that distance?? He definitely deserved a point for threading that needle!
Scrapman getting better at logic. Also the missiles were probably going left because your vehicle was leaning to the left. If you do another missile launch, maybe an angle sensor with pistons could level your vehicle (or just do it by hand).
looks like the stabilizing gyro you added to stop it from rolling when its horizontal is why your rocket veers to the left. disabling that one when it turns down would fix this i think.
You could have a "siege mode" on your vehicle that lifts it on pistons that are getting adjusted by angle sensors compensating for the terrain left and right to make sure you always send it straight ahead.
Video idea: motorcycle racing, one can up to 3 wheels the other can have up to 3 hoverpads. Block limit 125. The race will show which is more practical wheels or hoverpads
Submarines with ONE guided torpido with one dynamite and thruster, weak gyros for turning. When both players have expended their torpedoes, then they can repair them, and both players can move and attack any time.
Well, so far by the data of this video, the secret to have more dyanamite explosion on the ground depends on your attack angle of release. If you release it parallel to the ground, it will trigger sliding probability then a chance of explosion, but if you release it like a hellstorm missile it will only trigger explosion probability.
Yall should play a game of battleship. Make a vehicle to traverse the land so you can change positions. Make long range missiles, and play a game of cat and mouse. You hide your vehicle somewhere on the map, while at the same time try to find and kill them with your missile.
Would love to see you guys do some rounds on the other side of the map from each other using the HUD and that measurement to blindly fire ICBMs at each other.
Video idea, Glider missile battle. Players need to make a glider missile with no thrust and it gets launched from a catapult. They then hunt down the other player.
12:56 The uneven ground really changes the trajectory of these types of player made rockets. Not sure what the best answer to that is, gyro stabilized with an angle sensor after launch?
I'd like to see a large scale battle with a military base style thing vs a carpet bomber and fighter, I think it would be cool to see and you could even have one anti aircraft gun on the ground and one fighter in the air defending the military base that could have three major targets (including or not including the anti air) and so the fighter would have to escort the carpet bomber while getting shot at
Battleship, would be a good progression of this. Three identical ships with one being opponents real ship with explosives on board. Round based competition.
Scrapman: *builds a centrifugal cluster bombing RC rocket*
Yzuei: *builds a carpet bombing Tomohawk missile*
More of an high-tech V1 given the angled launch ramp.
I don't remember the name of the missile but in Ace combat: skies of deception that there is a missle like Yzuei's missile
@@qdaniele97 the v1 was a cruise missile just like the tomohawk
it looked like you were standing on a bit of a incline for the first round, and that slight angle got more extreme when your missile flew that long distance
i think its also related to she spin, because you can see (in freecam) it shoots left more as it starts to spin
I was going to comment this i was saying your on an angle so its gonna be moving towards the side
@@Crazyclay78YT i think that was the gyro stabilizer he put on the front, the nosecone doesn't cover part of it
@@mr.phantom674 no
@Crazyclay78YT if that was the case, the leftward veer would be consistent throughout the video.
Analysis
Scrapman:
- Missile will always go a little to the left right at the end when the spinning happens, but if the ground is even slightly uneven (like entirety of last round), massive oof to the flight path.
Yzuei:
- I love the design, but it's the wrong missile for the job and at most a prototype. If it was competition to hit multiple targets then maybe; however...
- Missile itself never hits the ground, so biggest projectile available isn't made full use of.
- 12 dynamite is just not enough payload for it, especially with all the glitching.
- The further the missile travels, the higher up in the air it is, the wider the area over which explosions are being spread out. This is rather bad when the explosions are small and you are trying to hit a single small target.
PS: I would love to see Yzuei's missile improved and used in another video.
Would like to add that a lot of the difference in effectiveness came from the density of the dynamite. Scrapman's dynamite are close enough that they often detonate each other while Yzuei's spread out over a long distance. This means Yzuei is more likely to hit the target with the dynamite, but Scrapman is more likely to have the dynamite actually detonate when it hits.
I don't think yuzis missile is particularly wrong, it's just the density of the dynamite isn't enough to make full use of it. If he had a lot more then he wouldn't really need to get dialed in as long as it's straight. Although this is changing the challenge.
Although for scrapman it was much easier to get locked in due to seeing where the missile actually hit and not just where the dynamite hit.
Also i think i know why some of yzuei s dynamites arent hitting
Maybe he accidentally made some of the dynamite detachment pieces also scrap the dynamite that way it wont explode
@@madbull4666 Yeah he needed a gyro on there with logic to level it out so the pattern of dynamite stayed fairly dense.
To answer your question scrapman, at the 24 to 25 min mark you asked, "Why is it that the more right i am the further left it goes" the answer is genuinely very simple, you keep tilting, your missile is not travelling straight up, it is going up relative to your vehicle, there for if your vehicle is not perfectly horizontal it will cause angular velocity, this is why rocket trucks in reality have stabilized firing platforms and computers, this phenomenon is also true fr bullets fired from guns, arrows from bows, tank rounds from their cannons, balls and pretty much any projectile working in a gravity, so when you were turning right your vehicle tilt with the terrain till eventually you had surpassed the angular momentum and over shot to the right
It had a lot to do with the fact that the gyro for the spin created a torque that caused it to turn left when activated
@@DaysofKnight it would have worked just fine if he got rid of the fins on the missile lol
@@DaysofKnight The uneven ground had more of an effect. During the second round, the middle was almost going perfectly straight. But the first and fourth, when there was uneven ground tilting his vehicle to the left, his missile was also going left. One other thing during the last round, as he turned more right, it seemed to go more left. That was because the missile was not at the center of rotation of the truck ,and caused the missile to be at an even greater angle.
@elijahspooner3462 You can still *clearly* see when the spin activates it jolts to the left, though, when he followed it that one time. If you can't see that, I don't know what to tell you
@@DaysofKnight and yet, it wasn't consistent even though the gyro is a constant. The slant of his vehicle varied with each postion. I'm not sure how much more clear this needs to be explained.
Video idea: 2 people in an antiair vehicle vs 2 human guided missiles, one person is in charge of making the antiair and another on the human guided missile(in trailmakers ofc)
I kinda wanna see this with yuzi, cognito and corndogs
Yeah! That sounds super fun
no no, do it in real life
This is a pretty good idea
@@potatopatato2516 thats something you would see from Mr Beast
*Scrapman 2 days ago:* Let's spend hours going through the ground to get the best possible time on this race!
*Scrapman today:* We really need better ground collisions.
Ok, team battle. One person creates a vehicle that launches a missile and the other person creates the manned missile that will be launched. The object is to destroy the other teams land vehicle. Player in the land vehicle is in charge of launching and dodging the missiles and the player in the missile is in charge of finding and destroying the other land vehicle. I suggest using the whole island but that's up to y'all.
I would totally love to watch this! :D
Yzuei's missile accelerates slowly when launched horizontally, requiring a certain speed and impact for the bomb to detonate. However, because the bomb is launched in a carpet bombing style, the landing point and accuracy of the bomb are very low. In addition, although the horizontal missile can maintain a straight line relatively well when launched, the height will also affect the accuracy and density of the bomb. The probability of Scrapman's missile detonation is much higher than Yzuei's because the missile takes off and lands vertically, and the bomb gains higher speed during this process, so the probability of detonation is higher. Although the landing point accuracy of vertical missiles is not easy to control compared to horizontal missiles, it can be compensated by the explosion range and the number of bomb detonations., it is a good battle btw!
Longest comment I have ever seen😅
Watching this video gave me 2 ideas where you could take this next. Idea 1: long range missiles fired from battleships. Similar concept to this video except you're launching from ships and the missiles are not cluster missiles. You both have to be on opposite sides of the island and have to fire over it to get the other person’s ship. Idea 2: Battleships. You both create a fleet of ships that are joined together with power couplers to make a single creation (like you did in the formation dogfighting video) with each ship firing a missile of some kind. Due to the potential complexity this could end up being it might be that your missiles end up being one of the weapons already in game. For both of these ideas you could make it more interesting by starting on calm sea and increasing the waves with each round. As well as choosing new locations.
barrel throwing competition, i think its kinda self explanatory
This deserves more
I want that!!!
Reminds me of that one ScrapMan Vid Creation Showcase that had that rad Vehicle designed to grab a Barrel, attach several Dynamite, then chuck it... :D
24:06 My god that placement of that dynamite. That is the luckiest but also the unluckiest thing to have ever happened. For the luckiest moment where the dynamite landed right there and for the luck being so unlucky that it didn't explode right there. Yzuei is the unluckiest person to have gotten his dynamite right there and it not exploding.
13:14 I think the reason your missile kept veering to the left is because the ground you're on is ever-so-slightly tilted to the left. If your ground is perfectly level, then the missile would fly perfectly straight
5:54 even birds are the object of experiment here🕊️
And the ironic thing is they're called this game's equivalent of Chickens, but they don't always know when to actually ACT Chicken and pay the price for it... :P (Hint to the Chickens: Boom Booms = Scary!)
I love this idea so much, not finished the video yet but it is great so far.
I hope in the future that Trailmakers adds antenna so you can make longe ranged missle challenges across the map. Like across the High Seas map for instance.
Could open up a couple new ideas involving long range combat.
Add a missile tracker (similar to gun auto aiming but moves the entire creation), player range detector(self and others option),nuclear warhead
"Ladies and gentlemen, for your consideration... the Jericho."
This was an awesome challenge. I think it should be done again with adjusted rules.
+A cabin hit should count as kill. (Technically speaking crew and operators would be devistated.)
+In the event of a tie the opponents will have to trade possitions.
+If both/all players miss, They may choose to stay or move possitions limited within their first posistion. (This can help or hurt the players from both sides.)
Would be great if you guys can expand this idea to more players. A free for all 4-player or even a 2v2.
Could also set it as one person is the driver and the other is the arms operator.
Day 5: Idea for Trailmakers cooperation challenge: two teams of two people each, you build a vehicle for both teams to use. One person from a team controls one half of the vehicle, and the other person controls the other half. Both people have to be pressing the shoot button to shoot. You make truly amazing content ScrapMan! Please keep your channel alive.🥺
His missile acts a lot like a Javelin missile the way it serves down to hit its target, except more war criminal.
I think it's more like a classic balistic missile.
The Javellin I think can be lanuched from any angle and it follows a close to the ground trajectory to avoid detection before pitching straight up and then straigth down just before impact to hit the target from above (as tanks usually have more armor on the sides than the top).
@@qdaniele97 Yeah, in hindsight, that seems right.
I want to make one with the custom missile mod
You had to build it with an angle stabilizer, so the behavior of the missile would be more predictable. But sincerely, the video was way funnier this way :)
You guys should play Battleship in Trailmakers.
1 Aircraft Carrier (5 length)
1 Battleship (4 length)
1 Cruiser (3 length)
1 Submarine (3 length)
1 Destroyer (2 length)
Maybe each ship could have a different attack like:
- Aircraft Carrier sending an unmanned plane to drop bomb after certain distance or time
- Submarine sending torpedo
- Battleship/Cruiser/Destroyer sending big mortar/cannon shot.
OR: you can be in a moving boat (not one of the 5 ships) with a Mortar that doesn't count if it gets hit.
You guys can spawn a big floating wall maybe and call HIT like in the board game.
Or you won't include the wall and just shoot at each other.
🚢🛳️🛥️🚤🛶
🛩️💣🚀
24:12 Yzuei best dynamite flip
Suggestion/Idea: Build a combat vehicle that uses containers as weapons. It can pick up the container and swing it, or it can fling the container, etc.
This video gave me an idea, its kind revisiting something that you did, but with the new blocks you can became more realistic.
2v2 Destroyer vs Bomber
Rules for destroyers - can't have shields, the destroyer part can have maximum speed at 80km/h and can't have any guns. HOWEVER, you'll have a gunner (second player) wich can have 2 turrets that he controls, 1 with maximum 2 miniguns or 3 auto cannons and the second tower called big gun with 3 large canons AND 2 rockets. The rule for the gunner is that he needs to fit the ship, he can't have shields, can't have auto aim AND each turret can't fire at the same tine. You can use logic to block the other turret. Winning condition for the destroyer, survive an X amount of minutes. If the turret is destroyed he can still continue, the losing condition is that the boat can no longer moves, sinks or the pilot is ejected.
Rules for bomber - you need to have 1 pilot and 1 bomber. The plane can't have shields and can't be faster than 160km/h (double the boat speed). The pilot can have 1 auto cannon or 1 EMP with no auto aim. The bomber needs to be in the middle on the bottom side of the plane but the hole "bomber" needs to be in a gyro aparted from the plane, is like an independant part. He can't have shields and can have at maximum of 4 weapons of his choice, but no lasers or emps. Wining condition the destroyer is sunk, the captain is ejected or he can no longer move. The plane can respawn as many times as he wants.
The idea is that the bomber is independant of the pilot, and can only aim below the plane so the plane is forced to be flat and above the destroyer so the bomber can be easily spotted.
You can add another rule for the destroyer where all the function parts are in the same area of the boat and you paint it to be signalized for the plane where he needs to aim.
The teams switch up and the team with the most time survived as the boat is the winner. You can do changes however fits.
Thank you.
Hey! Scrapman, the reason why your missile goes left all the time is because when your missile spins, the fins at the back becomes like a rotational paddle in the air and goes to the left think of it like the ammo in modern tanks, they use fin stabilize for the projectile itself unlike old tank use rotation for the projectile's directional stability and the difference of those two in terms of propelling them is the fin stabilized one comes out of smoothbore barrel so the projectile doesn't rotate meanwhile the old one uses rifled barrel so the projectile rotates very fast creating Gyroscopic effect for stability
3:33:he has the book of glitch recipes 😂😂
This is one of the coolest videos of the multiplayer battles style content you guys do! It reminds me of the time i played Arma3 with friends and it was amazing, except this somehow feels better because you can create your own and much more advanced technology, although the block building makes it bulky.
I'm pretty sure you can do some sort of stabilization so launching from a tilt wouldn't matter too much, as well as more advanced ways of deploying the payload like spinning slower, but also staggering the release like Yzuei did to reduce clumping and deliver more even damage over a small area.
Human Guided Cluster Missile vs Battleship, all players would build their individual cluster missiles and use a pre-built battleship from the workshop or all players will use a pre-built cluster missile and each person will create their own battleship.
Each person can use 2 miniguns and 2 energy shield for their battleship;
Each person can use 4-8 dynamites for their Human Guided Cluster Missile.
No way you took the 100th comment
might have something to do with how flat the surface you're on is. The slight incline at the first spot might be what was causing it to veer.
did anyone realize at 15:10 when yzuei died there was a light blue lightning strike for me its quite cool tbh
LETS GET THIS MAN TO 1MILLION SUBS
Idea: Hover Torpedo Battle. Everyone builds an amphibious craft that launches torpedoes that skim along the ground or water via hover pads.
The amphibious vehicles may or may not be hover, and have a single smart cannon for point defence.
The battle takes place in 3 rounds: Round 1 is a land battle. Round 2 is a sea battle. Round 3 is a mixture of the two.
feels like a classic scrap man vid - gets my like
This idea was so fun to watch, can you please do something else with this concept again
At this rate, its omny a matter oft tme before you guys sens armored mechs at eachother
(Yes thats a suggestion, take notes.)
6:25ish... ScrapMan: "I Really wanna put more Thrust on it, but I just have no more room..."
Me: Those Tail Fins have Connector Tops silly. Ya ever try out Dragon Jets mounted onto those? ;)
13:20ish... Theory: Perhapskis your Hill is not quite level enough and is keeping your Truck tilted a tad to the left, thus tilting the Aim a tad to the left. Sad thing is, even if ya had given your Truck Stabilizing Legs with Friction Pad Feet and a Gyro Stabilizer, I still dunno if this coulda solved the problem quite enough, considering how Trailmakers Physics tends to go about its job... 🤔
17:00ish... Looks like your ground is flatter this time, and is givin ya a much straighter shot.
19:30ish... Lookin to me like this time, your spot is leaning forward and pretty hard to the right... this is gonna be some real tricky aim...
End of Vid: Totally agree on revisiting this if Dynamite Impact Mechanics get changed. :)
... actually, why not take it farther? Possible idea for New Parts? Ya know those 1x2, 2x1, and 2x2 Cone Pieces...? What if they were to marry Dynamite and have a Baby, and that Baby happened to get named... "Warheads"...? Aerodynamic Explosive Tips...? Yes please... >:D
I love your trailmaker videos keep it up👍
my brain when scrapman explains logic blocks== brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr forgets i'm watching a video and almost falls asleep lol . good videos!
Weight flipping contest. Each person competes to flip a specified weight highest.
Whoever throws the block higher wins.
Thank you so much you have helped me through my journey in trailmakers and I honestly don’t know how to appreciate you keep up the grind
Well done! The effort and passion are evident.
Video ideas: (space bound map) have a target on the surface of one of the planets and make an orbital strike cannon that’s actually out of the atmosphere of the planet. Another idea is you could do a vehicle that shoots a missile out of the atmosphere and it has to reinter the atmosphere to hit the opponent’s vehicle.
This challenge was awesome. Very fun to watch.
I'd love to see some more max complexity battles.
1: sub battle
2: Hover craft Battle
3: spaceship dogfight
4: land vehicle battle
5: beyblade evolution 50%, 75%, max complexity
That was an incredible build challenge! Y’all killed it!
Scrapman nailed this build 🔥🔥🔥
Idea: Guided cluster missiles/depth charges VS ships/subs.
Please consider this idea.!!!!!!!
In trailmakers. Challenge each player to build 20 small gliders and give them random flight paths with control surface settings. Then every player will take a propped plane with a mini gun and try to destroy other peoples gliders falling from the sky. Winner will be the one with most destroyed gliders. "THAT MANY GLIDERS FLYING AROUND WILL BE A SIGHT TO BEHOLD"
Make this a Multi-player Monday Episode! This would be hilarious!
Scorched Earth in Trailmakers? I'll take it!
video idea: on the space map you should also do races with the boys or do human guided missiles in space
Yes, he should do that
Your rocket is pretty cool. I can Imagine it on dune or something “entering space” before coming back down for the kill. Putting a trailing camera on it might make it even more satisfying.
Day 217 of asking scrapman to test how fast emp is in trailmakers
Get this comment to the top
@@Mingus_the_first will do
I got you
pathetic
Way ahead of you.
Me:Hey have u seen my pet bob he is a bird?
Scrapman:uhmm ... He go kaboom 😁
Who can build the best max complexity mono wheel for a fight fight
wouldnt the initial spinning direction cause it to veer towards that direction if the gyro isnt perfectly in line with the center of mass?
Should make a Katyusha i guess.
The hail storm of rockets should be great in the game.
But rockets in the game make a loud sounds?
I don’t know why everyone uses dynamite on detachable blocks for this, you know when in Real Life there is a homing missile targeting a plane; the plane spins around and puts “explosive flares” in ALL directions, not to change the target, but to make a guarantee chance to explode on contact with the large number of bombs. So why don’t you use the bomb bays that you(Scrapman) used in the “Airborne update” for your “perfect plane” you called? Some of the advantages of this is: No need to repair, smaller, easier to uses, and more effective! The only disadvantage I could think of is that it is really heavy. I hope you read this comment fully and if you made it here(anyone), thank you so much for reading!!
Make a tank with a site using the decals and camera blocks. I tried it and had to make an iron site system, which it's still incredibly accurate. Don't forgot the pistons for the guns! The speed is important!!!
It must be so hard going against Yzuei because even if he doesn't win the round his creations just look so good.
Ever noticed that wenever your rocket tilted to the left, you were standing on a slope going down to the left? So your rocket was tilted to the left before launch causing it to tiilt to the left during flight ... so a system compensating this would have been worth gold here (maybe four altitude sensors and a launch pad able to tilt in 2 axis ... there could maybe be some programming tilting the launch pad until all altitude sensors are equalized ... just don't know how precise altitude sensors are in Trailmakers and whether it's sensible enough or not)
Also it would maybe have been more effective to stage the dynamit release (just a little delay, not much) so your spread would have been 3 rings instead of one and this way would have covered a bigger area without loosing too much explosive force
I think a fusion of this and the human guided misile could be fun. The misile gets 2 bomb bays that have the fire button bound to the same button that will detach the thrust
how do you move super fast in the cinematic camera? I can only move super slowly. What button are you supposed to press? Would really appreciate some help 💙🙏
video idea : missiles with no explosive so you have to connect to the plane with the anchor blocks or magnets and use the missile thrust and controls to try and down the plane
Yeah, you weren't level which is why the missile went to the side
Yzuei’s malfunctions gave me an idea. Have one player fly a dive bomber through a gauntlet of other players that have dumb (unguided) SAM batteries set up along the path, proximity or air burst missiles. If the plane makes it and destroys its target that player gets a point.
Maybe it would have had better results if you both used the bomb bays! The bombs would be a projectile instead of an object, so maybe that would have helped some with the inconsistency of the dynamite phasing though the earth. Yuzei got absolute robbed by that happening lol But the fact he managed to LAND a dynamite on your launcher from that distance?? He definitely deserved a point for threading that needle!
I like this concept yall should do long distance missiles on hover crafts so ground angle isn't so much of an issue
Build a human guided missile that uses flaps instead of gyro like a real missile
good vid love the concept and your content... keep being amazing!
Great idea and a very nice build!
Scrapman getting better at logic. Also the missiles were probably going left because your vehicle was leaning to the left. If you do another missile launch, maybe an angle sensor with pistons could level your vehicle (or just do it by hand).
The off-road sign is just too funny 21:53
looks like the stabilizing gyro you added to stop it from rolling when its horizontal is why your rocket veers to the left. disabling that one when it turns down would fix this i think.
Try to Catch a Missile midair and return to Sender xD
That's the HARDEST thumbnail I have seen from your channel 🔥
What an awesome idea I love it!!!
You could have a "siege mode" on your vehicle that lifts it on pistons that are getting adjusted by angle sensors compensating for the terrain left and right to make sure you always send it straight ahead.
Video idea: motorcycle racing, one can up to 3 wheels the other can have up to 3 hoverpads. Block limit 125. The race will show which is more practical wheels or hoverpads
I love this video! It actually inspired me to build my own truck missile Launcher loosely based off of the Katyusha Missle Truck
Scrapman's plot armor returns!
“To make this simpler, im going to add a logic gate” has only ever been said once by one person, scrapman
YEAH! thanks scrap man for doing my idea maybe a magnet tank battle
Submarines with ONE guided torpido with one dynamite and thruster, weak gyros for turning. When both players have expended their torpedoes, then they can repair them, and both players can move and attack any time.
Omg, they did it
Hows the guy who suggested the idea gone unnoticed
@@max________2190 cus this comment is less interesting
Well, so far by the data of this video, the secret to have more dyanamite explosion on the ground depends on your attack angle of release.
If you release it parallel to the ground, it will trigger sliding probability then a chance of explosion, but if you release it like a hellstorm missile it will only trigger explosion probability.
You could teach a master class on video game logic, it almost makes sense to me when you explain it.
Yall should play a game of battleship. Make a vehicle to traverse the land so you can change positions. Make long range missiles, and play a game of cat and mouse. You hide your vehicle somewhere on the map, while at the same time try to find and kill them with your missile.
Your XY (probably Z as well) angle definitely affecting the trajectory of the missile Scrappy.
Would love to see you guys do some rounds on the other side of the map from each other using the HUD and that measurement to blindly fire ICBMs at each other.
Video idea, Glider missile battle. Players need to make a glider missile with no thrust and it gets launched from a catapult. They then hunt down the other player.
12:56 The uneven ground really changes the trajectory of these types of player made rockets. Not sure what the best answer to that is, gyro stabilized with an angle sensor after launch?
that or have the actual truck gyro stabilized and have the suspension even it out
@@DeathDoesThings true, a stabilized firing platform is probably best. I'll have to try that out 🤝
Another clean sweep from ScrapMan
This was fun!!
I'd like to see a large scale battle with a military base style thing vs a carpet bomber and fighter, I think it would be cool to see and you could even have one anti aircraft gun on the ground and one fighter in the air defending the military base that could have three major targets (including or not including the anti air) and so the fighter would have to escort the carpet bomber while getting shot at
Hover bike evolution sounds like it would be an amazing idea you should try it 🎉 also it’s my birthday today so I’m happy you made a video today.
Battleship, would be a good progression of this. Three identical ships with one being opponents real ship with explosives on board. Round based competition.
Your dynamite was more direct to the ground while yzuei's were at much more of an angle, might be why they clipped more
Yzuei's missile gave me an idea make a carrier battle with unmanned planes
It's the spin making it turn left. That large body with a slow spin is causing a left curve. Change the rotation, and I bet it goes right.