When it said 66m/s you were actually traveling at 132m/s. The velocity shown in the bottom left is the velocity of the subgrid's center of mass, not your own. Add another rotor to the end of the rod and place the seat on top of it. Then sharing inertia tensors will actually give you an accurate result. Edit: removed a stupid suggestion.
Angular velocity is the speed around the axis. The speed around the axis is still the same, he still rotates one revolution in the same amount of time in the inner part as he does in the outer part. The kind of speed he talks about is just plain ol' regular velocity. He moves over the landscape faster on the outer part, covering more distance in the same amount of time.
@@aljon5947 They hug themselves to minimize the air resistance and to center themselves more, giving less of a variance in weight on either side of the center of mass. If the aim was to reach a higher top speed, then yes, a shorter diameter would be better. Or a more balanced one. But since Space Engineers don't have air resistance, and the rotor is equally efficient regardless of weight distribution, that really doesn't matter. The point of having a larger boom and a higher diameter is just because the rotor doesn't follow real world physics, and therefore can act upon the boom with the same efficiency regardless of length. If that is the case, then you get a higher velocity the further out you are, as you rotate at the same speed. 1 round per second is 1 round per second, regardless if you're 1 meter away or if you're 10 meters away. But at 10 meters away you have a diameter of 20 meters and a circumference of 62.8 meters, whereas at 1 meter you only have 2 meter diameter and a circumference of 6.3 meters. That means at 1 meter radius, you travel 6.3 meters per second, but at 10 meter radius you travel at 62.8 meters per second, if the rotation is 1 round per second.
Anyone else notice on the rotor that it's displaying the speed of the center of mass, not the player? At the first config he read the same speed on the inner and outer seat
You know it's going to be a good Space Busters episode when Clang infiltrates the real world and rages outside Andrew's window in the guise of a storm.
All you need is one rotor. Slap 4 rods coming off the top. Lets nickname the rods North East South and West. On rod north and east, add 2 xl large thrusters and turn them up using a thrust multiplier up to 11x thrust. Alternatively add more thrusters. On the other two rods, add a 5 block counter weight on each to keep it stable. Turn the rotor off and tensor off. Turn the thrusters on and set the override to max thrust. Have fun with your insane ride. Also, many rotors on one spot = danger noodle
"As you can see we move much much faster" Me: *Looks at the speedometer* Also me: Dude... you are movig only a single meter per second faster (Not a hate)
I did something similar to this when the game came out. Piston chains make for an insanely dangerous weapon when mounted on an asteroid and aimed with rotors. Full speed extension! GO! Full speed retraction! GO! Full speed extension again! GO! It's FANTASTIC
i think this video was just made to make Bevis and Butthead laugh. "it looks like the optimal length rod is only two or three blocks" "this game doesn't like long rods" "the rod isn't really a factor here" "we have a great view of the still twirling thing" send help i'm dying laughing.
If you add a longer rod you need to balance it in all directions. So making a cross at the top. The best would be to use pistons instead of a rod on the rotor. Spin up while close to the center and then extend outward and release with dampers off. You have to make it balanced though. The wobble makes you loose speed. Sharing the inertia divides the speed between all of the rotors so you go much slower.
You had to add counterweight to a rotor, but make it perpendicular(and no inertia thingy). Also as I remember gyroscopes on override can give a lot of rotation Also you could just detach with pistons, make like artillery
Something I tried that can get some ridiculous velocity (but not over a long distance) is rotor pop. Set the rotor head to it's minimum offset, lock it in place with a landing gear, then raise the rotor head offset to maximum. Release the landing gear, and the rotor will pop and launch anything resting on it. By a somewhat similar token, if you had placed a rotor on the end of your long line of pistons, and placed a seat on the rotor head, you probably could have detached the rotor head while the pistons were extending, so you would get launched in your seat when the pistons reached their limit.
I remember playing with the rotors before planets were added to the game. The movement speed of the long bars of blocks got so fast that you would clip out of them after travelling further and further out towards the speeding edge even if you had a surface keeping you inside the confines of the rapidly spinning bar. The rotors were interesting because the speed of the bar at the rotation source was really not that fast but this translated to stupid speeds at the end of the bar the longer the bar got. Fun stuff. It was also really fun making double pendulum-like contraptions.
Suggestion for the piston: the pistons are 5 meters long, then extends to 10, if you are going for 3 kilometers, then you will need 200 of them. To make it a bit more stable I am thinking that maybe doing them 2x2x200 could improve stability, maybe, maybe not. Could use a few less pistons with trying to put them all together with blocks, so you have 2x2 pistons, 2x2block on the heads and so on. Maybe put frictionless wheels under and/or doing it in space might give you some more stable results, but less fun random explosions ...maybe also test in higher gravity for the fun explosions and failure!
I actually created a speed mod back in the day. There is a speed setting along with an angular velocity. The AV is the max speed the sides of the grid can go. Setting this properly allows things like the wings to follow the grid if the grid is already at max speed.
Stop giving me flashbacks to the AP Physics exam I just took! Rotational physics gives me nightmares. I wonder if a projectile shot from these would break 100 m/s.
I've done a similar experiment before. Though what I did was have a few rotors, instead of a rod of blocks I used a few pistons, and attached a rocket at the end. I would have the rocket going full override, the rotors spinning as much as they could, then when Max speed is achieved, extend the pistons. This will greatly increase the angular velocity. The only issue is timing detach which is nearly impossible since you'd be going so fast. Another option is to create a ballista using three pistons. Two Extended opposing each other connected to the same block on their ends, a third connecting to that block as well to pull it back. This will create massive tension. Using a merge block to release the third "trigger" pistons hold will launch the block forward. Not sure if this will break the speed limit though.
10:13 the thing is, assuming the rotor has infinite torque, a longer arm will always go faster, because, as you mentioned, the further out you are, the faster you spin. The problem is that pushing the weight outwards also increases it's rotational inertia, so more torque is needed to spin it at the same speed. So there is a sweet spot, where if you make it longer than that, the rotational inertia becomes too great and the rotors slow down enough that you'd move faster with a shorter rod, purely by virtue of the rotors reaching full speed
What I could like to know is if you can make a ship maintain a 200 m/s+ speed in zero G. Build a stack of pistons like you did - and when you reach decired velocity, detach the last piston head. With dampeners off - would your ship continue to travel higher than the speed limit in space? If yes > then it actually has a practical use :)
Another way, make a large ship go at the speed limit, and walk in the direction of travel. You would have an effective velocity of 115.99- m/s but relative to the ship you’re only walking six m/s. I’ve tested this in the game and it does recognize the speed when doing this.
One thing you could've done to improve your time is to make your seat actually a cup for your player model to stand in. This way you're only pushed by the creation and when it reaches the end you're flung from the end. This can be achieved with an antenna so you can remote into the pistons and turn them on as a group
When using rotors for this, you need to counterbalance it so the rotor grid's center of mass is close to the center of rotation. It prevents wobble and universe-braking.
Making the arm shorter increase relative speed while increasing length slows your speed. This is actually 100%accurate in real life, if you've ever had a wheeled office chair you can test this for your self. Get spinning with 2 objects and slowly push them away from the centre of the chair and you'll slow down, bring them back and you speed up.
re rotors; 3 rotors and a rod 12 blocks long would've gotten you comfortably past the 110 speed limit unless the game engine directly interferes. It's ~really~ basic math.
Eventually the weight will overcome the total torque of all the rotors, more rotational mass to get moving, and keep moving, hence why the longer versions did not work too much better. One way to increase that torque would be to place rotors on top as well(top-down), which are of course connected to the ground or a non-moving support structure, moving the proper direction of course
so seeing how fast those pistons extended made me wonder. would that be the MOST humiliating weapon on a noob base? just see this massive ship hover over your base, open bay doors on the bottom and a massive pink piston tower extends at light speed into your base and explodes
The concept is angular velocity. You move a certain number of degrees through the circle no matter where you are. The speed is higher on the outside as the circumference of that circle is higher. if you're sitting on the rotor, your speed is 0. you just turn around in place.
imagine a rotor system like this with a program that using a camera mounted on the end of the tower, would release at a moment perfect to hit a specific target or direction relative to a pilot seat of a ship... a man can dream....
You spin me right round, baby Right round like a record, baby Right round round round You spin me right round, baby Right round like a record, baby Right round round round
Real physics is so fun.. angular momentum, the speed of the edge of a circle vs the center, acceleration, velocity of an object dependent on the position of force acting upon it, gravitational effects of velocity etc.
I tried doing this as well. I did a pumkin-chunkin sorta design where there is a long arm with artificial masses on it. Then I put two rows of grav generators on either side and let it get to speed. Got about 2000 m/s while spinning. Set up a grinder to grind a little bit of the arm off every swing until it launched.
You can make a really messed up contraption with 1 rotor unlocked (so it can spin freely) attach a seat and a large hydrogen thruster to the back of the arm where you sit and just go for it it breaks the speed limit xD
The reason the inner part is slower has to so with a simple definition of speed. Mi/h or m/s usually. How far you go in a certain amount of time. A motor works on a speed of rotations, meaning its speed is judged in rpm or rotations per minute. Even though one area of the plank is longer away, the motor and the planks structure forces it to complete the same rotations per minute as the closer part. The farther away, the larger the circle. The larger the circle, the more distance that's needed to complete a rotation. Also I think it was spinning slower because of the weight of the plank. More weight requires more force so the motors struggle in a game with semi-realistic physics. Edit: also a really cool way to travel distances would be to put a rotor in the center and make a plank the length of the gap. I think you would get there faster if the rotor could handle the weight and spin at a good amount of rotations.
Actually it's easier to demonstrate angular velocity by just standing on those ends Also try using rotors in space One more thing Jetpack dampeners work better if you hold perfectly still, no idea why but it stops you much faster than going in reverse I blame KS for that And the instrument you're talking about is called an accordion
I was kinda hoping you would have built a kind of scissor/accordion mechanism for the rotors, where you start with a rotor, add a 50 long rod, then at the end another rotor going the opposite direction, then another 50 long rod and you just repeat that up about 60 times and it should extend 3 km.
I imagined a horrifying contraption of rotors with levers being placed on top of the levers of other roters and just trying to visualize the chaotic motion made me dizzy
My record is 1000m / s, one rotor of 100 small atmospheric engines on the arm of about 60 blocks. You can go into space, but you need to add a speed mod because after disconnecting the speed drops to 100
The seat on the outside of the long arm isnt rotating faster, it still covers X degrees in Y time, same as the seat on the rotor directly, its just looks faster because more distance is covered, but its still the same rate of degrees/sec which is what those rotors are set by.
On the rotors. The speed is measured by the xyz travel of the seat. Having 1 block on top of rotors make 0 speed because there is no xyz travel outside of the block. Add 2 blocks and you travel in between grids which is used to measure the speed. Which is why 2 blocks is the sweetspot. Why 1 block generates 0 m/s and why more blocks than 2 makes a slower travel.
This was painful to watch :/ So many mistakes, mostly your speed isn't reading accurately when you're in the seat on the rotors. Not sure exactly what speed it's reading, but if you put the seat on a subgrid you'll see that it's like 10x faster than what it reads if you just attach it to the rotor arm. Also, you might want to reduce the mass of the rotor arm by using the half blocks or the sloped half block. Also, why would you not balance your rotor!? :S Making it wobble makes it go waaaay slower :S
@@jannikheidemann3805 That was probably to get the thing to stop faster when he wanted it to stop. I did some testing myself, and with normal breaking torque it takes forever to stop. Did reach something like 300m/s though :)
It might have been an idea for you to use counterweight. Not necessarily a symmetrical bar, but perhaps a heavy armour block or two to offset the weight of the spin arm.
By the way, don't worry about that (Looks at a massive crater with the wreckage of something that obviously looks like a dead rotor spinner thing that clanged really hard.) That was another project. (Which has nothing to do with the current one, I presume?)
The reason table tops are so stable while spinning is because of the weight on the top. You could have made the top wide AND increase stability if you just build it like a table top (extend the blocks on every side).
if you placed a merge block setup on the end of the pistons then you should be able to start the pistons and turn off the merge blocks and then the pistons stop you SHOULD, launch at full speed.
How about placing the rotors upside down (if possible)? Gravity should pull them down and you wouldn't get that additional movement but only the rotation.
If you attach a small ship to a tree using landing gears, clang will accelerate your at around 800 m/s^2.
For how long though, if it's that acceleration for 10 seconds then it would be going at 8000 m/s (and the direction matters too)
Logical Snorlax this depends on how durable the ship is, as this is clan, it accelerates indefinitely.
@@robinwang6399 Nice, it will go till the ship breaks or the game breaks
the game be like "one sus is dying today... i dont know who" @@logicalsnorlax5641
@@logicalsnorlax5641 Who cares about duration of momentum and direction? All we need is very high velocity in the name Clang!
When it said 66m/s you were actually traveling at 132m/s. The velocity shown in the bottom left is the velocity of the subgrid's center of mass, not your own.
Add another rotor to the end of the rod and place the seat on top of it. Then sharing inertia tensors will actually give you an accurate result.
Edit: removed a stupid suggestion.
*Starts building a massive tower of rotors.*
Clang: "Am I a joke to you?"
Lol
ALL HAIL LORD CLANG
I believe the word ur looking for is angular velocity
Angular velocity is the speed around the axis. The speed around the axis is still the same, he still rotates one revolution in the same amount of time in the inner part as he does in the outer part.
The kind of speed he talks about is just plain ol' regular velocity. He moves over the landscape faster on the outer part, covering more distance in the same amount of time.
I believe it would be tangential speed, the speed at which an object is moving around a disk
@@michaelpowell9065 In the same way angular velocity is rotational speed, yes.
wouldnt he rotate faster if the diameter was shorter just like ice skater when they like hug theirselves to spin really fast.
@@aljon5947 They hug themselves to minimize the air resistance and to center themselves more, giving less of a variance in weight on either side of the center of mass.
If the aim was to reach a higher top speed, then yes, a shorter diameter would be better. Or a more balanced one. But since Space Engineers don't have air resistance, and the rotor is equally efficient regardless of weight distribution, that really doesn't matter.
The point of having a larger boom and a higher diameter is just because the rotor doesn't follow real world physics, and therefore can act upon the boom with the same efficiency regardless of length. If that is the case, then you get a higher velocity the further out you are, as you rotate at the same speed. 1 round per second is 1 round per second, regardless if you're 1 meter away or if you're 10 meters away. But at 10 meters away you have a diameter of 20 meters and a circumference of 62.8 meters, whereas at 1 meter you only have 2 meter diameter and a circumference of 6.3 meters.
That means at 1 meter radius, you travel 6.3 meters per second, but at 10 meter radius you travel at 62.8 meters per second, if the rotation is 1 round per second.
Little did you realize. You weren't the one spinning but the whole world was spinning under you.
Anyone else notice on the rotor that it's displaying the speed of the center of mass, not the player? At the first config he read the same speed on the inner and outer seat
You know it's going to be a good Space Busters episode when Clang infiltrates the real world and rages outside Andrew's window in the guise of a storm.
He instrument you were talking about was an accordion I think lol
Yep, you're absolutely right!
The reason the accordion shape is used in tubing and hydraulics is because it can flex extensively, allowing stress to be put on it safely.
All you need is one rotor.
Slap 4 rods coming off the top.
Lets nickname the rods North East South and West.
On rod north and east, add 2 xl large thrusters and turn them up using a thrust multiplier up to 11x thrust. Alternatively add more thrusters.
On the other two rods, add a 5 block counter weight on each to keep it stable.
Turn the rotor off and tensor off. Turn the thrusters on and set the override to max thrust.
Have fun with your insane ride.
Also, many rotors on one spot = danger noodle
See how big you can make a functional spacecraft that moves
Interesting idea! That would be pretty cool.
My record is 700 meters, but ive seen over 1 km long ships on the workshop
15gamers haven I have made 1.75 km long ship and it somehow moves.
Nice to see after some years away from Space Engineers that the Rotors now actually hold together and dont explode in a million pieces lol.
"As you can see we move much much faster"
Me: *Looks at the speedometer*
Also me: Dude... you are movig only a single meter per second faster
(Not a hate)
Because he's trusting the speedometer, which measures the vehicle speed not the player
dude... you should balance it by having the rod supported by the rotors right in the middle
I love how in the early stages of this he's like "the rod is bending" like add a counterweight ya knob
I did something similar to this when the game came out. Piston chains make for an insanely dangerous weapon when mounted on an asteroid and aimed with rotors. Full speed extension! GO! Full speed retraction! GO! Full speed extension again! GO! It's FANTASTIC
20:00 got me w h e e z i n g 😂
i think this video was just made to make Bevis and Butthead laugh.
"it looks like the optimal length rod is only two or three blocks"
"this game doesn't like long rods"
"the rod isn't really a factor here"
"we have a great view of the still twirling thing"
send help i'm dying laughing.
If you add a longer rod you need to balance it in all directions. So making a cross at the top. The best would be to use pistons instead of a rod on the rotor. Spin up while close to the center and then extend outward and release with dampers off. You have to make it balanced though. The wobble makes you loose speed. Sharing the inertia divides the speed between all of the rotors so you go much slower.
You had to add counterweight to a rotor, but make it perpendicular(and no inertia thingy). Also as I remember gyroscopes on override can give a lot of rotation
Also you could just detach with pistons, make like artillery
Wiggle Wiggle Wiggle, Yeah!
Try placing 1 rotor, turning it off, connecting it to a very ling stud, at the end of the stug add a big atm thruster and a chair, this should help
Something I tried that can get some ridiculous velocity (but not over a long distance) is rotor pop. Set the rotor head to it's minimum offset, lock it in place with a landing gear, then raise the rotor head offset to maximum. Release the landing gear, and the rotor will pop and launch anything resting on it.
By a somewhat similar token, if you had placed a rotor on the end of your long line of pistons, and placed a seat on the rotor head, you probably could have detached the rotor head while the pistons were extending, so you would get launched in your seat when the pistons reached their limit.
Ooo interesting idea!
Term you're looking for is angular velocity, which the theoretical concept for reaching lightspeed
The rotor one looks like a crazy amusement park ride.
I think the instrument you were thinking of was an accordion.
I remember playing with the rotors before planets were added to the game. The movement speed of the long bars of blocks got so fast that you would clip out of them after travelling further and further out towards the speeding edge even if you had a surface keeping you inside the confines of the rapidly spinning bar. The rotors were interesting because the speed of the bar at the rotation source was really not that fast but this translated to stupid speeds at the end of the bar the longer the bar got. Fun stuff. It was also really fun making double pendulum-like contraptions.
Suggestion for the piston: the pistons are 5 meters long, then extends to 10, if you are going for 3 kilometers, then you will need 200 of them. To make it a bit more stable I am thinking that maybe doing them 2x2x200 could improve stability, maybe, maybe not. Could use a few less pistons with trying to put them all together with blocks, so you have 2x2 pistons, 2x2block on the heads and so on. Maybe put frictionless wheels under and/or doing it in space might give you some more stable results, but less fun random explosions ...maybe also test in higher gravity for the fun explosions and failure!
should have shut off your inertial dampeners, that would have prevented that from happening when u released.
I tried that in another go, but it seems to turn them right back on when you exit the seat.
@@AndrewmanGaming Which is useful for most cases. But annoying for this.
@@FireChee like getting ejected from an exploding star shit assuming you dont get filled with shrapnel or crushed first XD
I watched the whole video and need a new shirt from puking on myself so much from motion sickness. Well worth it!!
I actually created a speed mod back in the day. There is a speed setting along with an angular velocity. The AV is the max speed the sides of the grid can go. Setting this properly allows things like the wings to follow the grid if the grid is already at max speed.
Stop giving me flashbacks to the AP Physics exam I just took! Rotational physics gives me nightmares. I wonder if a projectile shot from these would break 100 m/s.
You have been blessed by lord Klang.
Be Honored.
I've done a similar experiment before. Though what I did was have a few rotors, instead of a rod of blocks I used a few pistons, and attached a rocket at the end. I would have the rocket going full override, the rotors spinning as much as they could, then when Max speed is achieved, extend the pistons. This will greatly increase the angular velocity. The only issue is timing detach which is nearly impossible since you'd be going so fast.
Another option is to create a ballista using three pistons. Two Extended opposing each other connected to the same block on their ends, a third connecting to that block as well to pull it back. This will create massive tension. Using a merge block to release the third "trigger" pistons hold will launch the block forward. Not sure if this will break the speed limit though.
10:13 the thing is, assuming the rotor has infinite torque, a longer arm will always go faster, because, as you mentioned, the further out you are, the faster you spin. The problem is that pushing the weight outwards also increases it's rotational inertia, so more torque is needed to spin it at the same speed. So there is a sweet spot, where if you make it longer than that, the rotational inertia becomes too great and the rotors slow down enough that you'd move faster with a shorter rod, purely by virtue of the rotors reaching full speed
Uniform circular motion is what you were looking for when describing the change in velocity from the center of rotation to the outer edge of rotation
This gave me a crazy idea.
Remember your space road, what if you made 1 space road that rotates to different space stations..
23:07
The spanking machine
25:58
The $&*# machine
What I could like to know is if you can make a ship maintain a 200 m/s+ speed in zero G.
Build a stack of pistons like you did - and when you reach decired velocity, detach the last piston head. With dampeners off - would your ship continue to travel higher than the speed limit in space?
If yes > then it actually has a practical use :)
*you spin me right round baby right round*
I wish I could earrape text
Another way, make a large ship go at the speed limit, and walk in the direction of travel. You would have an effective velocity of 115.99- m/s but relative to the ship you’re only walking six m/s. I’ve tested this in the game and it does recognize the speed when doing this.
One thing you could've done to improve your time is to make your seat actually a cup for your player model to stand in. This way you're only pushed by the creation and when it reaches the end you're flung from the end. This can be achieved with an antenna so you can remote into the pistons and turn them on as a group
When using rotors for this, you need to counterbalance it so the rotor grid's center of mass is close to the center of rotation. It prevents wobble and universe-braking.
Making the arm shorter increase relative speed while increasing length slows your speed. This is actually 100%accurate in real life, if you've ever had a wheeled office chair you can test this for your self. Get spinning with 2 objects and slowly push them away from the centre of the chair and you'll slow down, bring them back and you speed up.
re rotors; 3 rotors and a rod 12 blocks long would've gotten you comfortably past the 110 speed limit unless the game engine directly interferes. It's ~really~ basic math.
12:57 and so the tower of Babel fell once again
Eventually the weight will overcome the total torque of all the rotors, more rotational mass to get moving, and keep moving, hence why the longer versions did not work too much better.
One way to increase that torque would be to place rotors on top as well(top-down), which are of course connected to the ground or a non-moving support structure, moving the proper direction of course
*The Clang:* Thou have broke promises that ancessors gave, shall the spawns of chaos and terror consume thou all
For the rotors, you should place them so you spin in a vertical circle instead of a horizontal circle.
Why didn’t you just turn off jet back with piston setup so that you could fly at 220 m/s
oh lol even I forgot about it..
It kept turning the jet pack back on when I left the seat.
AndrewmanGaming oh I see
@@AndrewmanGaming You could have quickly turned it off though.
Idea: Space engineers grey goo ship.
A ship that consumes the world automatically building copies of itself.
+
The ultimate automated machination.
WorldBox?
Mah boi Andrew Breaking the Game again.
so seeing how fast those pistons extended made me wonder. would that be the MOST humiliating weapon on a noob base? just see this massive ship hover over your base, open bay doors on the bottom and a massive pink piston tower extends at light speed into your base and explodes
The concept is angular velocity. You move a certain number of degrees through the circle no matter where you are. The speed is higher on the outside as the circumference of that circle is higher. if you're sitting on the rotor, your speed is 0. you just turn around in place.
You should have added counterweight and THEN disabled "share inertia tensor"
imagine a rotor system like this with a program that using a camera mounted on the end of the tower, would release at a moment perfect to hit a specific target or direction relative to a pilot seat of a ship... a man can dream....
You spin me right round, baby
Right round like a record, baby
Right round round round
You spin me right round, baby
Right round like a record, baby
Right round round round
Hey, don't forget you can press Ctrl+a to select all of them. It would take less time than scrolling all the way down.
Real physics is so fun.. angular momentum, the speed of the edge of a circle vs the center, acceleration, velocity of an object dependent on the position of force acting upon it, gravitational effects of velocity etc.
Plot Twist: Andrew isn’t spinning at all, the planet is just rapidly rotating
Sure, your theory with the long arm works, but the arm has weight. Meaning it slows the rotors down
There IS a mod that has a rotor head attached to a wheel suspension. It's small grid, but it can go MUCH much faster than rotors can!
Here's an idea for you.... You could do a take 2 of your center of the earth episode, but this time, using automated welders and warheads.
I tried doing this as well. I did a pumkin-chunkin sorta design where there is a long arm with artificial masses on it. Then I put two rows of grav generators on either side and let it get to speed. Got about 2000 m/s while spinning. Set up a grinder to grind a little bit of the arm off every swing until it launched.
I appreciated your little Vegaboys techno beat... brings me back. Listening to it now, hahahaha
You can make a really messed up contraption with 1 rotor unlocked (so it can spin freely) attach a seat and a large hydrogen thruster to the back of the arm where you sit and just go for it it breaks the speed limit xD
Guys, he is synchronising, space engineers style
13:20 alright, now just combine them together to make the forsaken super weapon
if you bring the radius down your moment of inertia decreases therefore your angular velocity increases due to the conservation of angular momentum
Here is one for you, can you use rotors as gyroscopes? (After seeing the insanity of the rotors in this episode I'm curious now)
AznTheoryz94 in effect, a rotor with a mass on it can be defined as a gyroscope.
That’s basically all that a gyroscope is
Little tip man, always add counterweight to rotors.
The reason the inner part is slower has to so with a simple definition of speed. Mi/h or m/s usually. How far you go in a certain amount of time. A motor works on a speed of rotations, meaning its speed is judged in rpm or rotations per minute. Even though one area of the plank is longer away, the motor and the planks structure forces it to complete the same rotations per minute as the closer part. The farther away, the larger the circle. The larger the circle, the more distance that's needed to complete a rotation. Also I think it was spinning slower because of the weight of the plank. More weight requires more force so the motors struggle in a game with semi-realistic physics.
Edit: also a really cool way to travel distances would be to put a rotor in the center and make a plank the length of the gap. I think you would get there faster if the rotor could handle the weight and spin at a good amount of rotations.
Actually it's easier to demonstrate angular velocity by just standing on those ends
Also try using rotors in space
One more thing
Jetpack dampeners work better if you hold perfectly still, no idea why but it stops you much faster than going in reverse
I blame KS for that
And the instrument you're talking about is called an accordion
This video has tested the limits of my stomach
This is a legit melee weapon if you use it like a Lance on a ship with blast doors on the end. Just yeets ships into dust
I was kinda hoping you would have built a kind of scissor/accordion mechanism for the rotors, where you start with a rotor, add a 50 long rod, then at the end another rotor going the opposite direction, then another 50 long rod and you just repeat that up about 60 times and it should extend 3 km.
I imagined a horrifying contraption of rotors with levers being placed on top of the levers of other roters and just trying to visualize the chaotic motion made me dizzy
My record is 1000m / s, one rotor of 100 small atmospheric engines on the arm of about 60 blocks. You can go into space, but you need to add a speed mod because after disconnecting the speed drops to 100
2:13 : That's called angular speed. Great job, really enjoyed your series! And I am big fan of Mythbusters ...
I'm at 1:33 and I'm thinking "oh no, I am going to get motion sickness very soon!"
Edit: around 13:05 I think the piston's safety detach kicked in
The seat on the outside of the long arm isnt rotating faster, it still covers X degrees in Y time, same as the seat on the rotor directly, its just looks faster because more distance is covered, but its still the same rate of degrees/sec which is what those rotors are set by.
On the rotors. The speed is measured by the xyz travel of the seat. Having 1 block on top of rotors make 0 speed because there is no xyz travel outside of the block. Add 2 blocks and you travel in between grids which is used to measure the speed. Which is why 2 blocks is the sweetspot. Why 1 block generates 0 m/s and why more blocks than 2 makes a slower travel.
12:03 the Vengaboys are coming
Use merge block for better calculated release. Use on/off and timing. Will take a few... but it's pretty simple and simple is best in function.
This was painful to watch :/ So many mistakes, mostly your speed isn't reading accurately when you're in the seat on the rotors. Not sure exactly what speed it's reading, but if you put the seat on a subgrid you'll see that it's like 10x faster than what it reads if you just attach it to the rotor arm. Also, you might want to reduce the mass of the rotor arm by using the half blocks or the sloped half block.
Also, why would you not balance your rotor!? :S Making it wobble makes it go waaaay slower :S
He also turned up the breaking torque for some reason.
@@jannikheidemann3805 That was probably to get the thing to stop faster when he wanted it to stop. I did some testing myself, and with normal breaking torque it takes forever to stop. Did reach something like 300m/s though :)
give him a break he seemed pretty bored. he is also obviously young. like 18-22ish.
It actually seems that sharing inetria tensor makes it slower so...
you should have used some kind of cradle and button to extend pistons. once they'd reverse you'd be ejected like from catapult
It might have been an idea for you to use counterweight. Not necessarily a symmetrical bar, but perhaps a heavy armour block or two to offset the weight of the spin arm.
9:00 I appear to have invented a knife wealding tentacle
By the way, don't worry about that (Looks at a massive crater with the wreckage of something that obviously looks like a dead rotor spinner thing that clanged really hard.) That was another project. (Which has nothing to do with the current one, I presume?)
The reason table tops are so stable while spinning is because of the weight on the top. You could have made the top wide AND increase stability if you just build it like a table top (extend the blocks on every side).
The dissing heights of Space Engineering.
if you placed a merge block setup on the end of the pistons then you should be able to start the pistons and turn off the merge blocks and then the pistons stop you SHOULD, launch at full speed.
That artificial horizon on your hud looks like a sine wave when using the rotor whip haha
I’m watching this while it’s storming outside
You know the weird extendo-arm grabby things? You could do that with rotors
I wasn't going to worry about it. Until you told me not to.
Increase torque for rotors and on axis force for pistons, would make the accel faster.
The giants rotor worm is deff the new defense meta hands down lol
Get 3 or 4 of those things right outside your base and nobody is getting in or out in one piece!
Yes that’s the exact thought I had
How about placing the rotors upside down (if possible)? Gravity should pull them down and you wouldn't get that additional movement but only the rotation.
The video should be named breaking your eyes
2:09 That is called Angular Velocity and it is shown as 'w' :)