@@kacperkonieczny7333 He actually already did a collab with Yzuei where Scrap built for form and Yzuei built for function. That was when he built the forward-swept wing that he mentions at 3:12.
1:25 Droop-Limiters=Anti-Squat. It's a thing in drag racing or in any motorsports which the rear shocks are weight jacked, so to combat traction loss, anti-squat bars are installed to give the rear more traction to the road surface.
I think it could also be done by editing the blueprint, but png is a binary format so it would be hard, yet maybe it would be readable in a hex editor. /just me brainstorm how to do it on a pc
Thanks for looking at my Build! Yeah, alt is breaks and shift is air brakes, that how you slow down, don't know what happened to the Yaw. Would be great if you read at least the controls.
I’m excited for the update, got trailmakers last week and have 40 hours of gameplay so far, learning the ropes and hope to make some really cool things eventually with time, I can’t compete with some of these though haha
I had it back when it was on gamepass, definitely going to buy the game and DLCs when I can. I play a lot of Space Engineers and used to play a lot of Crossout, and the building is by far my favorite parts of both (SE's survival mode is quite fun too) but Trailmakers has that freedom to build whatever, whenever that scratches that builders itch.
I got 30 days of playtime and trust me man, I was just like you and still learning how everything works. But I kept playing and got better and better. So you WELL get better in time
Little idea here… You can do like a race on the airborne map (the part with the dunes and pirate speeders) and it’s kind of like a Dakar/dune buggy/ off-road type race, with a bit of that Scrapman challenge spice sprinkled (shooting, rockets, only allowed to use boost when last, piece limits, power core limits, sabotage…etc.
7:35 Maintaining a super stable altitude like this works best with gimbal jets (as seen on this cube) because they accelerate to max speed pretty much instantaneously. The setup is super simple though, just place a speed sensor facing downward, set the activation speed to 0.1 (full 0 may work for heavier creations, but it tends to add vertical lift otherwise), and either point it at an AND gate to give it an on/off toggle or just point it at the gimbals directly
@@kacperkonieczny7333 Also true, just didn't wanna make my comment too long. That said, the gimbals still offer more thrust for this particular use case and operate more smoothly due to their permanent vertical alignment
For editor: at 16:50 he meant synchro-copter, helicopter with rotors that are angled and look like they are about to collide with each other en.wikipedia.org/wiki/Intermeshing-rotor_helicopter Chinook have two tandem rotors at which are at different height, so they never hit each other
Strelizia here. SO, you were right about how the engine looks and should work, but on the actual SeaWasp the rear blades are both bigger and mounted several centimeters higher, so they don't collide. And the version of SeaWasp I sent you is the best could be done before Spaceborne is out and I have some sweet upgrades to do then. P.S.: Its funny how I saw exactly what each part of the Bugatti Bolide build mode was meant to do. I guess I have no life and too much TM playtime for my small brain. P.P.S.: I forgot to mention SeaWasp has a first person view.
If they resolve the wheel clipping into the map issue, that'd make me happy. Just doing that would help with some of my own builds, sometimes I like building things with low ground clearance, but the clipping issues has my creation scraping against the ground or destroying itself with an odd bounce.
That's disappointing. Honestly, they should just leave the graphical glitch in if the clipping issue is still going to be a thing, that way it's obvious when it's happening. I'd rather know it's happening when I spawn in the creation versus when I try to use the creation.
7:30 You need to make the build as stable as possible and use a speed sensor at the lowest setting higher than 0 ( i use 0.1 ) and link the speed sensor to some thrusters and it might work
I'm so proud about the fact that I built a 0 powercore bipedal walker. But when I see others walkers I'm still like wow, how did he put that much work into the looks
By the way To be able to use your mouse axis as an input, you need to connect a controller to your pc and set the R joystick axis to the controls you like and then switch over to your mouse. And I believe to set the right mouse button, you have to set the controls on the controller to R1 and then switch over to mouse…
The trick to getting nice hovers is (afaik/in my experiments) by having multiple inputs for your thrusters/gimbals instead of having separate thrusters/gimbals for it. The reason this works as well as it does is that there seems to be some sort of change over time instead of an instant change. (if you input 0.8 and then 1.0, 'internally' it will go from 0.8 to 0.81 to 0.82 etc instead of straight to 1.0, this slower change smoothing out stuff will achieve really solid hover controls) When i play this in multiplayer i notice that a lot of people seem to completely neglect the fact that you can change signal strength and have multiple things go into one engine/thruster/whatever, very few builds seem to use this. Imagine a system with 3 logic gates, one outputs 0.6 when the machine is on, one outputs 0.2 if Ctrl is NOT pressed, one outputs 0.2 if Shift is pressed, all 3 of those connect to the same thruster/gimbal/propellor/whatever, then balance the weight and/or values accordingly so that default + not-pressing-control makes it hover perfectly. I've made several really nice quadcopters with this, with the most complex one having no heli engines or anything, but full 6DOF control just by changing the speed of 4 small propellers pointing up. (uses like 20+ logic gates haha) Sadly it doesn't seem to be able to make a "real" heli like this (one with a swashplate, single main and tail rotor that change speeds, etc) Because sadly this requires some actual math to work and we can't do that ☹the best "real heli" i've managed did have a single rotor and tail rotor working, but needed additional heli engines for controls & just constantly wanted to strafe sideways because the 'air physics' aint good enough, trying to make a swashplate is a great way to cause a vehicle to randomly explode or crash Trailmakers.
That jumping, with the buggy at the beginning. The back end flying up while going over jumps. One of the main reasons there's different weight shock oils and different tuning in R/C cars, and I imagine full scale cars as well. If you make the rear springs softer, or the oil more viscous, you affect the rebound off the jump.
From what I understand, the reverse swept wing in rl is more efficient, but very touchy. It requires continuous active compensation during manoeuvres, so will probably become more common as AI becomes more reliable in aviation
About the F5 model: I was reading something online about Trailmakers control configuration, and Trailmakers apparently doesn't provide a right-click option in the control settings, but there are other ways to create a right-click binding. I need a new PC before I can play the game, but the details should be easy to find online.
The hovercube gave me an idea: Kenetics only ground battle. No explosives or guns. Dispensers, melee, and manually constructed projectile weapons allowed.
i actually redesigned the kv-2 mech to something futuristic-flying-jumping-diving-walking. it is pretty fun to use, the best thing is the mechanical+jet powered combo jump drive
to make the variable height hover you use a down-facing speed sensor set to 0 kph/mph triggering the thruster and put a or Gate set to -1 output with the key you want to set to down and there you go
Hey scrapman I have suggestions for multiplayer race: Race with heavy load truck (basically make a truck that capable to race and load, idk 2 ton maybe)
that heli with overlapping blades is totally possible, they are called intermeshing rotors, and they're synced up mechanically to miss the blades even at high speed
I think why many builds with yaw just morph it into a worse roll is because the center of yaw is not aligned with the center of mass. It's usually from the top with jets that use the middle fin/fins for yaw. The same thing as taking away a pitch control surface from one side of a plane.
while you were flying that inverted sweep plane I noticed that the rock arch seems very flat, What if you were to make a challenge where your goal is to build a large plane similar in size to the stunt planes and your goal is to land on that little strip, the main idea being finding a creative way to land while also being able to take off from it
. . . is anyone else hearing a second voice speaking in the video at 4:50-4:53 in the video? While Scrapman is reading the description of the second jet?
Build bikes, purely for aesthetics but the functioning should not be too bad but it should be there for air rolls, wheely's just like form over function
Who ever made the first build doesn't know the difference between a trophy truck and a dune buggy, because that is more of a dune buggy than a trophy truck, I'm just saying that if someone is going to build a "Trophy Truck" then it should look like a trophy truck. One would think that a trophy truck and dune buggy would handle similarly since they are driven around in dune areas
Hey, Scrapman? You should google the USS Akron (1931). I think it might just inspire you to try a new challenge with Yeuzi in your “land a plane on a [X]” series.
There's a reason why you haven't build with piston slipping/welding. That's a form technique, not a function one. The amount of various pulling and shoving forces the pistons have can get stupid. Any kind of form build is not going to take a crash well and will usually yeet itself from existence. I'm not saying the results aren't cool, it just creates physics abominations that don't perform (as in the actual game and not how the game runs) well. You can make nearly exact replicas of Lamborghini's and Mclaren's, but they're going to jank out so hard once 1 part breaks off or you take a corner just slightly too fast. It's more of a shame that there aren't more parts to accommodate these stylized builds without having to have to piston slip/weld things around.
I honestly wouldn't mind if ScrapMan made a video about practicing aesthetic building, but it's just a thought.
I agree. It would probably be both interesting and funny.
Yeah, and have it be a collab with Yzuei cause he's a good builder
@@kacperkonieczny7333 He actually already did a collab with Yzuei where Scrap built for form and Yzuei built for function. That was when he built the forward-swept wing that he mentions at 3:12.
@@turtlemaster872 I know. I meant that Yzuei would tutor him about how to build and show him a few techniques
Yes, agreed it would be nice to watch and if yzuie was with him it would also be funny
1:25 Droop-Limiters=Anti-Squat. It's a thing in drag racing or in any motorsports which the rear shocks are weight jacked, so to combat traction loss, anti-squat bars are installed to give the rear more traction to the road surface.
18:33 It's so realistic, it even simulates falling over in the same way as many modern racing games like forza horizon 5!
Yeah
5:30 You can get your right click logic gate on the workshop, people make those using controller or something, you can have it any time.
I think it could also be done by editing the blueprint, but png is a binary format so it would be hard, yet maybe it would be readable in a hex editor.
/just me brainstorm how to do it on a pc
Thanks for looking at my Build! Yeah, alt is breaks and shift is air brakes, that how you slow down, don't know what happened to the Yaw. Would be great if you read at least the controls.
Day 98 of asking scrapman to battle with flying tanks.
He's already do it i think
Like armored planes with big turrets?
If it was only tank guns, and the airplane are slow I think it’ll be fun
Yoir first
so an ac-130
I’m excited for the update, got trailmakers last week and have 40 hours of gameplay so far, learning the ropes and hope to make some really cool things eventually with time, I can’t compete with some of these though haha
I bought Trailmakers this summer and I got 196 hours, if I didn't attend school I would have more than double. Have fun playing.
Bild the fastest plane
I had it back when it was on gamepass, definitely going to buy the game and DLCs when I can. I play a lot of Space Engineers and used to play a lot of Crossout, and the building is by far my favorite parts of both (SE's survival mode is quite fun too) but Trailmakers has that freedom to build whatever, whenever that scratches that builders itch.
@@Gamer12666 I wish there were some more freedoms to block shapes, like merging an angle with a curved piece exc
I got 30 days of playtime and trust me man, I was just like you and still learning how everything works. But I kept playing and got better and better. So you WELL get better in time
Little idea here… You can do like a race on the airborne map (the part with the dunes and pirate speeders) and it’s kind of like a Dakar/dune buggy/ off-road type race, with a bit of that Scrapman challenge spice sprinkled (shooting, rockets, only allowed to use boost when last, piece limits, power core limits, sabotage…etc.
7:35 Maintaining a super stable altitude like this works best with gimbal jets (as seen on this cube) because they accelerate to max speed pretty much instantaneously. The setup is super simple though, just place a speed sensor facing downward, set the activation speed to 0.1 (full 0 may work for heavier creations, but it tends to add vertical lift otherwise), and either point it at an AND gate to give it an on/off toggle or just point it at the gimbals directly
Also rocket and mini thruster have almost instant max speed
@@kacperkonieczny7333 Also true, just didn't wanna make my comment too long. That said, the gimbals still offer more thrust for this particular use case and operate more smoothly due to their permanent vertical alignment
speed sensor pointing up, 0kph, trigger below.
That Bugatti Bolide is absolutely incredible. I love cars and am a huge huge fan of Bugatti and that is an insane replica of the Bolide
For editor:
at 16:50 he meant synchro-copter, helicopter with rotors that are angled and look like they are about to collide with each other
en.wikipedia.org/wiki/Intermeshing-rotor_helicopter
Chinook have two tandem rotors at which are at different height, so they never hit each other
Yeah, he said "not Chinook but other"
Still waiting for the house reveal scrapman way too late for it
Strelizia here.
SO, you were right about how the engine looks and should work, but on the actual SeaWasp the rear blades are both bigger and mounted several centimeters higher, so they don't collide.
And the version of SeaWasp I sent you is the best could be done before Spaceborne is out and I have some sweet upgrades to do then.
P.S.: Its funny how I saw exactly what each part of the Bugatti Bolide build mode was meant to do. I guess I have no life and too much TM playtime for my small brain.
P.P.S.: I forgot to mention SeaWasp has a first person view.
nice
Ok thats pretty cool your build got featured! I can’t compete. yet
If they resolve the wheel clipping into the map issue, that'd make me happy. Just doing that would help with some of my own builds, sometimes I like building things with low ground clearance, but the clipping issues has my creation scraping against the ground or destroying itself with an odd bounce.
They said in the dev diary that it is only a graphical fix, amd the actual clipping is still an issue
That's disappointing. Honestly, they should just leave the graphical glitch in if the clipping issue is still going to be a thing, that way it's obvious when it's happening. I'd rather know it's happening when I spawn in the creation versus when I try to use the creation.
7:30 You need to make the build as stable as possible and use a speed sensor at the lowest setting higher than 0 ( i use 0.1 ) and link the speed sensor to some thrusters and it might work
"a nice landing" moment had me cackling maniacally. Well done, Scrap Man and editor both! (is there an editor?)
I'm so proud about the fact that I built a 0 powercore bipedal walker. But when I see others walkers I'm still like wow, how did he put that much work into the looks
By the way
To be able to use your mouse axis as an input, you need to connect a controller to your pc and set the R joystick axis to the controls you like and then switch over to your mouse.
And I believe to set the right mouse button, you have to set the controls on the controller to R1 and then switch over to mouse…
The trick to getting nice hovers is (afaik/in my experiments) by having multiple inputs for your thrusters/gimbals instead of having separate thrusters/gimbals for it. The reason this works as well as it does is that there seems to be some sort of change over time instead of an instant change. (if you input 0.8 and then 1.0, 'internally' it will go from 0.8 to 0.81 to 0.82 etc instead of straight to 1.0, this slower change smoothing out stuff will achieve really solid hover controls) When i play this in multiplayer i notice that a lot of people seem to completely neglect the fact that you can change signal strength and have multiple things go into one engine/thruster/whatever, very few builds seem to use this.
Imagine a system with 3 logic gates, one outputs 0.6 when the machine is on, one outputs 0.2 if Ctrl is NOT pressed, one outputs 0.2 if Shift is pressed, all 3 of those connect to the same thruster/gimbal/propellor/whatever, then balance the weight and/or values accordingly so that default + not-pressing-control makes it hover perfectly.
I've made several really nice quadcopters with this, with the most complex one having no heli engines or anything, but full 6DOF control just by changing the speed of 4 small propellers pointing up. (uses like 20+ logic gates haha) Sadly it doesn't seem to be able to make a "real" heli like this (one with a swashplate, single main and tail rotor that change speeds, etc) Because sadly this requires some actual math to work and we can't do that ☹the best "real heli" i've managed did have a single rotor and tail rotor working, but needed additional heli engines for controls & just constantly wanted to strafe sideways because the 'air physics' aint good enough, trying to make a swashplate is a great way to cause a vehicle to randomly explode or crash Trailmakers.
11:42
It stands for
"Guardians of the Galaxy".
asking scrapman to build a machine that pushes one building into another one, like a domino, in instruments of destruction
Scrapman:"Ow. It`s not chinook, other thing"
*then show us chinook*
You meant K-MAX Helicopter.
yeah, that got a chuckle out of me
Idk why but the last build was my favorite but not because it was cool how the parts fit together but because of how the physics worked on it lol
That jumping, with the buggy at the beginning. The back end flying up while going over jumps. One of the main reasons there's different weight shock oils and different tuning in R/C cars, and I imagine full scale cars as well. If you make the rear springs softer, or the oil more viscous, you affect the rebound off the jump.
8:03 Wait till Reed captain makes a fully functional harley motor cycle engine.
From what I understand, the reverse swept wing in rl is more efficient, but very touchy. It requires continuous active compensation during manoeuvres, so will probably become more common as AI becomes more reliable in aviation
Ive seen that F5 before, and that builder is also 100% a war thunder player
Music at 12:25 sounds like "Journey" from the Destiny 2 OST
There's an old saying about landing: a good landing is one you walk away from; a great landing is when they can use the plane again
About the F5 model: I was reading something online about Trailmakers control configuration, and Trailmakers apparently doesn't provide a right-click option in the control settings, but there are other ways to create a right-click binding. I need a new PC before I can play the game, but the details should be easy to find online.
Day 2 of asking scrapman to play stormworks
Underrated game ngl
Again*
Can't just not say it. 😂 14:35 I'm sure ScrapMan has heard that before... so sorry, couldn't resist
😂 the way he said bolide
What if you did bouncing battle? Battling but with vehicles that are constantly bouncing
The hovercube gave me an idea:
Kenetics only ground battle.
No explosives or guns. Dispensers, melee, and manually constructed projectile weapons allowed.
i have 2 multiplayer ideas
1- have a walker battle
2- a workshop build battle (every player can choose his vehicle)
i actually redesigned the kv-2 mech to something futuristic-flying-jumping-diving-walking. it is pretty fun to use, the best thing is the mechanical+jet powered combo jump drive
to make the variable height hover you use a down-facing speed sensor set to 0 kph/mph triggering the thruster and put a or Gate set to -1 output with the key you want to set to down and there you go
Linking the speed sensor to an "and" gate is better, but negative "or" gate is okay for gimbals
Hey scrapman I have suggestions for multiplayer race: Race with heavy load truck (basically make a truck that capable to race and load, idk 2 ton maybe)
More player would be cool, I guess
yes
The precision hovering can be done by speed sensors aiming down or just a ton of xors and ands
Can't believe my walker was featured! Had a lot of fun making it. Keep making the great content!
The Chinook was right
You should do a battle with tanks with zero gravity or flying boat fights
that heli with overlapping blades is totally possible, they are called intermeshing rotors, and they're synced up mechanically to miss the blades even at high speed
Trailmakers 2 v 2 war (use land vehicles to fight)
Here's an idea for when the space update drops, gyro stabalized missiles and surface to space missiles
Aye that idea ain't bad. Thanks for that
I think why many builds with yaw just morph it into a worse roll is because the center of yaw is not aligned with the center of mass. It's usually from the top with jets that use the middle fin/fins for yaw. The same thing as taking away a pitch control surface from one side of a plane.
while you were flying that inverted sweep plane I noticed that the rock arch seems very flat, What if you were to make a challenge where your goal is to build a large plane similar in size to the stunt planes and your goal is to land on that little strip, the main idea being finding a creative way to land while also being able to take off from it
It seems like every Trailmakers youtuber over the last month has been like 'how do i do right click? I dont have right click?'
. . . is anyone else hearing a second voice speaking in the video at 4:50-4:53 in the video? While Scrapman is reading the description of the second jet?
A community battle! Set limits, throw the building challenge to your community, each pick 4 builds from your communities and go to war!
14:43 bro started figure skating
Make a dog fight with trebuchets! No ordinary Trailmaker weapons.
You should actually do your worst builds, Christmas themed holiday holiday special!
Yzuei could join you.
I forgot to mention that I really love watching your videos both your failures and your success your really funny, and creative in your own stille.
11:15 lil stomper from jetpack joyride
To the person who built the seawasp, you did an awesome job and it was nice to see an aircraft from avatar
I love these best builds videos
Build bikes, purely for aesthetics but the functioning should not be too bad but it should be there for air rolls, wheely's just like form over function
Says chinook, decides thats wrong, finds a picture to show us, shows us a chinook 🤣 never change scrapman, never change
16:37 ... The Kaman K-MAX helicopter.
7:40 speed sensor pointing down
10:45 brutal support to your builders
Just wish xbox could share bulds with pc
Who ever made the first build doesn't know the difference between a trophy truck and a dune buggy, because that is more of a dune buggy than a trophy truck, I'm just saying that if someone is going to build a "Trophy Truck" then it should look like a trophy truck. One would think that a trophy truck and dune buggy would handle similarly since they are driven around in dune areas
19:14 one word , EMP
Imagine a build that is so great, that it is only on a one space block
This quad rotor gunship is really cool looking 😮
I'm pretty sure it's from avatar 2
4:53 you have... Kan? talking in the background? Was that deliberate?
Funny how you did almost the exact same thing with a Harley in a previous one of these videos!! 😂
Can we have a battle with hover bombs on water?
These help me out because I just got Trailmakers and got it because of you
Walking robot battle please
Scrapman: "The pitch is owo-"
...did I hear kAN's voice briefly at 4:52, or am I imagining things?
@NSSThai1d Thank God, I'm not going crazy. xD
That thing is amazing. I don’t know what it’s called the trip or something but the technology
are out there in the world.😢
Interresting though is that the Su-47 is extremly manuverable on high speed coz of its wings its just extremly hard to keep ready
I love the Guardians of the universe one. But I have to say one of my most favorites is definitely that Cube, please do a battle with it.🙏
In Yuzies On Of the Recent Videos They did a Mech War with Storm,Tsubodai,NanoDude05
you should play the scrap mechanic challenge "train trouble." I think you would like it!
You guys should do a parasailing battle with 4 players
the most smooth landing-scrapman Oct 19, 2023
SCREEE
The amount of float you experience could be directly related to the weight of your vehicle
Hey, Scrapman? You should google the USS Akron (1931). I think it might just inspire you to try a new challenge with Yeuzi in your “land a plane on a [X]” series.
There's a reason why you haven't build with piston slipping/welding. That's a form technique, not a function one. The amount of various pulling and shoving forces the pistons have can get stupid. Any kind of form build is not going to take a crash well and will usually yeet itself from existence. I'm not saying the results aren't cool, it just creates physics abominations that don't perform (as in the actual game and not how the game runs) well. You can make nearly exact replicas of Lamborghini's and Mclaren's, but they're going to jank out so hard once 1 part breaks off or you take a corner just slightly too fast. It's more of a shame that there aren't more parts to accommodate these stylized builds without having to have to piston slip/weld things around.
That's some crazy awesome builds
Scrapman should try football with bipedal walkers for multiplayer Monday
ham sandwich
what is a goood sandwich to you?
Grilled cheese sandwich better
Next battle Idea: Walkers with weapons
Those builds are amazing
The way he says hugh! Sounds like Eggman from sonic adventure 2 from the mech walker levels.
My favorite by far was the floating cube
Well, that was a hell of a cameo of nanodude05.
Day 37 of asking scrapman to play crossout.
The Avatar Helo was my fav.
The chirpo looks like a guardians of the galaxy ship so the name could be the name of it if it was in the fleet
Create a vehicle that takes no fall damage due to insane suspension.
I want someone to make a plane with landing gear, then have explosives set on g so when scrapman tries to bring in the gear he just explodes
Ok the bugatti bolide recreation is actually insane and its French so [bow-leed] scrap
Unda 40 seconds babyyy also do a gliding tank(wheel is the only propulsion) max 100 blocks 10 powercores guns bot included
I love the floating box