One thing I notice compared to number 1 or 2, is that you turn around way later. Often so late that you don't have time to properly align. Also, since they are turning earlier, they probably have a little less speed (and are also not rotating at the time of the collision), and might not go through the planet as often.
5:00 the Rounded Inverted *CORNER* is the lightest 1x2 block (for some reason the corner is lighter), it is only 0.2 kg, not only that but using spoilers is even better because they are only 0.1 kg and they are also much bigger, if you place them parallel to your direction of movement they will not provide any unwanted downforce or lift.
something that might help , an old animator trick for dealing with finicky collision detection is to duplicate the object (balloon), this makes the engine evaluate the collision more than once, and you can also try staggering it in the same place but offset by just a tiny amount in the axis it will hit.
Maybe its the seat positioning that helps #1 and #2 with not going through.. They seem to have the seats behind the engines before the balloons while ScrapMan has his in between the engines.
all other spaceships have their 1 ballon moved a little further back from the seat, to make the ship longer, i think thats the key for the collision detection with only 1 ballon
Hey Scrapman, as a viewer who only knows trailmakers from your videos, a cool idea would be to do a video comparing some of the most common glitches. Like what does a UFO Engine do compared to your most auccessful builds? Just a thought!
He has done a ufo glitch experiment video where I think he compares a build with and without ufo glitches Video Name: I ignored this glitch for way too long
The number of times he rewatched 1st and 2nd without ever noting or maybe noticing that they were turning around and accelerating away well before him was a bit frustrating.
@@WhitzWolf92 It was Einstein's definition. There's no citation or evidence that Franklin said it, but it's been spread by, trying not to get too political, one side of the us government that thrives on misinformation
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)
You could probably prevent much of the spinning after collision by putting the gyros on max strength and controlling them through low strength logic gates, you would have maximum stabilization and precise controls
I came up with this before seeing the balloon tech (maybe put a pole on the back to touch the moon and stop you but weak enough to break instead on the craft).
One idea for your next video, remake your all in one vehicle! Now it should be able to work in space too, we all would love to see the new version of it!
I am just 8min in the video, but I suggest using wheels and a down thruster to be pressed to the asteroid to drive around it. And basically do an in contact slingshot maneuver.
4:30 - perhapskies, hmmmmm. Perhaps skies... perhaps skies can be a cool way of "landing" and doing the gravitational slingshot while sliding on the surface of the thing, hmm. Idk if it is theoretically more beneficial or not to be closer to the surface for those, no idea, but now I'm curious. That would be really cool though imo.
add the baloon to the front of your build, and give it reverse trusters, that way you can line it up and just reverse out of their, but a camera on the back you can switch to ones you bounce
Day 10: 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.🥺
@ScrapMan I totally think you should revisit this and make some changes to the vehicle, like changing the end the balloons are on or rotating the thrusters instead of the ship. I think that possibly making your ship longer might help give the game more of a chance to register the collision.=, otherwise you could maybe try reducing graphic settings to increase frame rate? It depends on how the games physics is done though. (definitely think you could get 1st on this just keep iterating the idea more! I've seen you do it before I know you can again! get creative!)
8:05 The mad science block is exactly 5 kg, and doesnt have any joints like the servo, also no aero (just like many other useful cosmetic blocks) not that you would need that in space but for other races its useful
I think the problem is that you just arent slowing down enough. And because you turn around so late, you hit the planet while still rotating so it either throws you sideways, or confuses the physic and you go through the planet
The balloon is usually indestructible (by kinetic impact) but it is still a solid collision. Going trough the moon is maybe because you're going too fast like you were on Doon in the other race. Also, the balloon is used instead of friction pads because of the larger invincible hitbox that is harder to phase through (little mech building trick) Collision detection can sometime be improved by putting the contact piece on a mechanical part
To go straighter after the collusion you could also bump up your gyros to 10 (with 0.02 duration and pause for finer control) It should dampen the unstraight force to make you rotate less
I've wondered this before, but would it be possible to have a compass pointing to the finish line, so that when you press a button your yaw gyro triggers to instantly face your vehicle in that direction? That way you're always facing the same direction when you get to the orb
I got into this race early, seeing if I could see Scrapman's time and wondered if I'd get to see myself in his video. And there I am, 11:29, place 14. My one second of fame.
I feel like slingshotting around the moon could be faster if you pull it off correctly - you skim one side of it and then use its gravity to send you going the other way faster than if you did it while fighting gravity. The time you lose having to go around would probably be outweighed by the speed gained through the gravity assist.
Scrap Man evolution has recreated the lizard!😂 Their tails fall off to save their vehicle just like a lizard does when it gets in trouble... Evolving a hostile environment you evolve sacrificial tendencies. The more hostile the more sacrificial. Eventually so much that you even sacrificed yourself to survive. apoptosis on a much larger scale to be macro and an entire limb gets removed! Also I think the reason why you were having trouble (other than the pool ball example that you gave) is because they were turning around and accelerating and I don't believe you were accelerating at the moment that you were hitting the asteroid. (Also are you using the logic gate acceleration trick to have faster acceleration) I assume you were but figured I'd ask
Fun fact about Ballons in the game is that thay don't take any impact damage makeing them good for hiting stuff and surviving(it's also good for boxing mechs since thay don't instantly destroy thare hand each time thay punch)
You could make a system that helps you hit the planet straight with speed sensors. You would lose some acceleration but it would be a more interesting video
It’s so frustrating to see scrapman smash into the planetoid at Mach Jesus and then wonder why the physics isn’t registering the collision. If he starts decelerating quicker, he would have less velocity when hitting the planetoid, giving the game more time to register the collision
Have you tried using the hoverpads as stabilizers rather than thrust-providers? Probably still counts as glitching, but in my mind its pretty balanced as 2 of them only stabilize in 1 direction and it costs twice as many power cores as the quantum rudder.
I wonder if it would work with having a wheel + rocket able to angle downward to stick it to the planet and angle it straight back to launch off from the planet after 180° around the planet. Tho the problem i see is the speed in getting there to not overshoot it
dont know if it would make a difference but you seemed to consistently hit the right hand side of the sphere if you hit the left side the rotation should be pushing you back away instead of pulling you in
Just curious at this point, but would it be better to have a "Sacrificial Landing Piece". Use detachment blocks if you want to be sure to lose it all on the way back.
Is there a way to use a logic gate or smthn that can automatically turn your vehicle a perfect 180° before you collision that way you just have to worry about the point of contact?
I think your issue was you were waiting until the last possible second to turn around, and therefore didn't have enough time to actually line up properly for the impact. 1st and 2nd were accelerating hard, but the moment they passed through the first checkpoint, they were both starting to turn around, which have them several seconds to get the alignment just right, whereas you were accelerating hard until you were only a second from impact, then turning around and giving yourself maybe half a second to get it right. I noticed that the times you bounced off and span away from the impact, you were still in the process of doing the initial time and thus got sent spinning
Notice, you started out with all the genes available, just either on or off (having each part already created just deciding if it's "on" and used on the vehicle or "off" and not being used) All the part were created by an intelligent designer before you ever had a chance to "evolve."
EVOLUTION DOGFIGHTERSS PLEASE. It could be separate evolutionary paths (each player sticks with the same plane they had from the start but changes it each round) so that there's more diversity and like reactionary evolution and stuff Eg if your opponent uses thrust vectoring, next round you could put on an emp instead of an extra smart cannon
I'm about 7 minutes into this video and I have an idea... If you go just fast enough to rubber band backwards because of the gravity but make the space craft just graze the dwarf planet it should work right?
Any reason why you don't put the balloons on the front? I mean, other than just "That's what everyone else did". That way you can always thrust until just before impact, and you don't need to turn around unless you get a good bonk. It should also ensure that you have the balloon hitting at a good angle. Another thing that might help is staggering your balloons, if you're using multiple. That way if one doesn't get hit by the collision, the next one might. I have a feeling this wouldn't help at all, but it might.
One thing I notice compared to number 1 or 2, is that you turn around way later. Often so late that you don't have time to properly align. Also, since they are turning earlier, they probably have a little less speed (and are also not rotating at the time of the collision), and might not go through the planet as often.
Yeah thats what i was thinking
I think slower speed is important for bouncing bc collision is detected per frame
Plus they also have the balloon placed so that when they specifically hit the top of the orb, it redirects them upwards.
Exactly what I was thinking. Makes me think of The Expanse.
5:00 the Rounded Inverted *CORNER* is the lightest 1x2 block (for some reason the corner is lighter), it is only 0.2 kg, not only that but using spoilers is even better because they are only 0.1 kg and they are also much bigger, if you place them parallel to your direction of movement they will not provide any unwanted downforce or lift.
Cool
Flat connector 1x2, being 0.1kg
@@LeviYates1 yes but you can only use it in 2 dimensions, these blocks can be used for any direction and have more attachment points
also the chrome bumper and a lot of other (not all) cosmetic blocks are useful because they dont have aerodynamics
@@spacewalk3046 all cosmetic blocks but the tune block
Scrapman is slowly becoming the pro he is always fearing to face 😂.
You were supposed to destroy the sith, not join them.
nah he's just copying the pros
@@niil047You think the pros don't copy too?
@@niil047 the term you're looking for is "learning from"
he's not just copying the number 1 build and using that
Its so cool keep goin
25:20 i love how the music is synced with his collisions
something that might help , an old animator trick for dealing with finicky collision detection is to duplicate the object (balloon), this makes the engine evaluate the collision more than once, and you can also try staggering it in the same place but offset by just a tiny amount in the axis it will hit.
I wonder if just having a much longer vehicle would help.
Maybe having two balloons occupying the same space? Using a piston you can have a balloon inside a balloon.
20:31 I love you editor 🤣🤣🤣
12:39 The HowdyScrapman guy blew my mind. LOL
"It blew my mind!"
-Berry Bee Benson (The Bee Movie)
Maybe its the seat positioning that helps #1 and #2 with not going through.. They seem to have the seats behind the engines before the balloons while ScrapMan has his in between the engines.
all other spaceships have their 1 ballon moved a little further back from the seat, to make the ship longer, i think thats the key for the collision detection with only 1 ballon
Perhapskies 😂 4:30
-Scrapman suggests using a UFO Engine
-Scrapman is getting closer to using glitches every day
Hey Scrapman, as a viewer who only knows trailmakers from your videos, a cool idea would be to do a video comparing some of the most common glitches. Like what does a UFO Engine do compared to your most auccessful builds? Just a thought!
He has done a ufo glitch experiment video where I think he compares a build with and without ufo glitches
Video Name: I ignored this glitch for way too long
@@codex6267 ufo engines can also be configured to give ridiculous amounts of thrust for 1 power core
LITHOBRAKING!!!!!!!!
KSP pros would be proud
I thank you Scrap Man for this content which I am about to consume.
Keep up the good work sir.
12:07 HowdyScrapman:]
You have to slow down to at least to 700
That's what I noticed as well. The key was slower speed. That's why he was hitting the smaller asteroids but going through the other.
Bro has to be slower than super sonic
The number of times he rewatched 1st and 2nd without ever noting or maybe noticing that they were turning around and accelerating away well before him was a bit frustrating.
"Imma just keep doing it until something different happens"
Scrap? You going a little insane there?
Been spending too much time with kAN.
actually that is albert einsteins defintion of insanity and for some random reason i remember it from god knows where
@@Thossetette I thought that was Ben Franklin's definition. But I could be wrong, too.
@@WhitzWolf92 It was Einstein's definition. There's no citation or evidence that Franklin said it, but it's been spread by, trying not to get too political, one side of the us government that thrives on misinformation
actually i looked it up and it is the same for ben franklin and for albert einstein according to google
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 tried it with my friends once and it was impossible to shoot the missiles lol
It was a great video until you specified in trail makers
@@Ma6ic Did you try EMPs or having a slight offset between guns for a better fire rate?
You could probably prevent much of the spinning after collision by putting the gyros on max strength and controlling them through low strength logic gates, you would have maximum stabilization and precise controls
I don't know how hard this would be to do but an overall time taken timer would be interesting to see, loving the editing in the last few monthes
6:07 when you're on the 2nd question & the teacher is about to receive your exam paper...
I came up with this before seeing the balloon tech (maybe put a pole on the back to touch the moon and stop you but weak enough to break instead on the craft).
One idea for your next video, remake your all in one vehicle! Now it should be able to work in space too, we all would love to see the new version of it!
Definition of insanity.
To try the same thing over and over expecting different results.
13:27 I guess this is what happens when an unstoppable force meets an immovable object. :)
I am just 8min in the video, but I suggest using wheels and a down thruster to be pressed to the asteroid to drive around it. And basically do an in contact slingshot maneuver.
4:30 - perhapskies, hmmmmm. Perhaps skies... perhaps skies can be a cool way of "landing" and doing the gravitational slingshot while sliding on the surface of the thing, hmm. Idk if it is theoretically more beneficial or not to be closer to the surface for those, no idea, but now I'm curious.
That would be really cool though imo.
Perhapskies attaching the jets to servos that rotate 180 degrees would make it more controllable
add the baloon to the front of your build, and give it reverse trusters, that way you can line it up and just reverse out of their, but a camera on the back you can switch to ones you bounce
13:06 : literally the ship from battle beyond the stars :-)
Day 10: 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.🥺
The lightest piece to fill up space are spoilers they weigh 0.1 kg thats why you see alvaroping1 use them alot
@ScrapMan I totally think you should revisit this and make some changes to the vehicle, like changing the end the balloons are on or rotating the thrusters instead of the ship. I think that possibly making your ship longer might help give the game more of a chance to register the collision.=, otherwise you could maybe try reducing graphic settings to increase frame rate? It depends on how the games physics is done though. (definitely think you could get 1st on this just keep iterating the idea more! I've seen you do it before I know you can again! get creative!)
17:47 the definition of insanity lol.
love the vids always i have been a fan for years its 4 in the morning and I was bored this is just what I needed.
Is no-one going to question how a jet engine works in a vacuum lol
I wonder what's going through those air intakes
@@Galactic-Spaceflight space dust? Lmao
Somebody hasn't learned about monopropellant yet
It's an engine for a plane. It likely wasn't intended for space.
Yeah, this is by far the toughest race out of the four, my little lander just isn't cutting it
You can try to create a no glitch vehicle first and then a glitched vehicle for all the previous races in the low power core category.
8:05 The mad science block is exactly 5 kg, and doesnt have any joints like the servo, also no aero (just like many other useful cosmetic blocks)
not that you would need that in space but for other races its useful
HowdyScrapMan that's such a funny name
I think the problem is that you just arent slowing down enough. And because you turn around so late, you hit the planet while still rotating so it either throws you sideways, or confuses the physic and you go through the planet
You should have speed less than mark 1 when you hit the asteroid
Howdy HowdyScrapman
The balloon is usually indestructible (by kinetic impact) but it is still a solid collision.
Going trough the moon is maybe because you're going too fast like you were on Doon in the other race.
Also, the balloon is used instead of friction pads because of the larger invincible hitbox that is harder to phase through (little mech building trick)
Collision detection can sometime be improved by putting the contact piece on a mechanical part
To go straighter after the collusion you could also bump up your gyros to 10 (with 0.02 duration and pause for finer control)
It should dampen the unstraight force to make you rotate less
What’s up scrapman, I’m back at it again with the “day _____ of staying up until 4:00am to watch the latest scrapman video as soon as it drops”
I've wondered this before, but would it be possible to have a compass pointing to the finish line, so that when you press a button your yaw gyro triggers to instantly face your vehicle in that direction? That way you're always facing the same direction when you get to the orb
I got into this race early, seeing if I could see Scrapman's time and wondered if I'd get to see myself in his video. And there I am, 11:29, place 14. My one second of fame.
you should have somehow put a full strength stabilize in it backwards to imminently turn you around so you don't have to adjust manually.
Scrapman trying to keep himself upright in space😂😂😂
I feel like slingshotting around the moon could be faster if you pull it off correctly - you skim one side of it and then use its gravity to send you going the other way faster than if you did it while fighting gravity. The time you lose having to go around would probably be outweighed by the speed gained through the gravity assist.
13:31 GYATT
PERHAPSKIS!!!! We need Perhapskis merch!
Scrap Man evolution has recreated the lizard!😂 Their tails fall off to save their vehicle just like a lizard does when it gets in trouble... Evolving a hostile environment you evolve sacrificial tendencies. The more hostile the more sacrificial. Eventually so much that you even sacrificed yourself to survive. apoptosis on a much larger scale to be macro and an entire limb gets removed!
Also I think the reason why you were having trouble (other than the pool ball example that you gave) is because they were turning around and accelerating and I don't believe you were accelerating at the moment that you were hitting the asteroid. (Also are you using the logic gate acceleration trick to have faster acceleration) I assume you were but figured I'd ask
1:40 astrology with scrapman
4:30 actually... Perhaps skis....? On the top of your ship. That way you could literally slide around the "planet" at near orbital velocity.
Fun fact about Ballons in the game is that thay don't take any impact damage makeing them good for hiting stuff and surviving(it's also good for boxing mechs since thay don't instantly destroy thare hand each time thay punch)
Idea: 3 very tiny kamikaze drones vs an anti-air turret. You would have to shoot down the drones before they explode.
If you went over 600mph you went through so personally id say when you reach 500mph turn around
20:30 Waluiji LOL!
Meet scapman the only dude who thinks about auto dynamics in a vacuum 👍
Let’s go scrap man posted 🎉
The more you fail the more you keep trying the more i like the video 😂😂
You could make a system that helps you hit the planet straight with speed sensors. You would lose some acceleration but it would be a more interesting video
Is there not some servo/sensor setup that would allow you to flip 180 degrees with a button press instead of trying to manually finess it?
4:29 RETURN OF THE PERHAPSKIS
It’s so frustrating to see scrapman smash into the planetoid at Mach Jesus and then wonder why the physics isn’t registering the collision. If he starts decelerating quicker, he would have less velocity when hitting the planetoid, giving the game more time to register the collision
20:33 waluapman
Waiting waaaayyy to late to turn around. They were spinning around much sooner giving them time to line up and slow down to keep from phasing through.
try using anchor block. anchor blocks have a chance to negate strong impacts
Could you use logic gates to program a 180 degree flip when you hit a button? Give the gyros specific inputs?
Have you tried using the hoverpads as stabilizers rather than thrust-providers? Probably still counts as glitching, but in my mind its pretty balanced as 2 of them only stabilize in 1 direction and it costs twice as many power cores as the quantum rudder.
I wonder if it would work with having a wheel + rocket able to angle downward to stick it to the planet and angle it straight back to launch off from the planet after 180° around the planet. Tho the problem i see is the speed in getting there to not overshoot it
You should put the balloons in front so you don't have to turn around before you hit the planet. Then it's just getting to the end.
U should've put the thruster on rotating servos and instead of doing a u turn u just flip the thrusters backwards
I feel like we really need to see you building in Archean...
dont know if it would make a difference but you seemed to consistently hit the right hand side of the sphere if you hit the left side the rotation should be pushing you back away instead of pulling you in
Just curious at this point, but would it be better to have a "Sacrificial Landing Piece". Use detachment blocks if you want to be sure to lose it all on the way back.
Is there a way to use a logic gate or smthn that can automatically turn your vehicle a perfect 180° before you collision that way you just have to worry about the point of contact?
I'm wondering if there are in game settings like fps maybe that can affect things like the bounce
Scrapman it's ez to beat those records makes a giant stick and let the debris touch it before it disconnects then burst backward
I think your issue was you were waiting until the last possible second to turn around, and therefore didn't have enough time to actually line up properly for the impact. 1st and 2nd were accelerating hard, but the moment they passed through the first checkpoint, they were both starting to turn around, which have them several seconds to get the alignment just right, whereas you were accelerating hard until you were only a second from impact, then turning around and giving yourself maybe half a second to get it right. I noticed that the times you bounced off and span away from the impact, you were still in the process of doing the initial time and thus got sent spinning
Notice, you started out with all the genes available, just either on or off (having each part already created just deciding if it's "on" and used on the vehicle or "off" and not being used) All the part were created by an intelligent designer before you ever had a chance to "evolve."
I wonder if the bounce vs going through the planet issue is something weird with a graphics setting or something affecting physics.
EVOLUTION DOGFIGHTERSS PLEASE. It could be separate evolutionary paths (each player sticks with the same plane they had from the start but changes it each round) so that there's more diversity and like reactionary evolution and stuff
Eg if your opponent uses thrust vectoring, next round you could put on an emp instead of an extra smart cannon
another banger edit!
I'm about 7 minutes into this video and I have an idea... If you go just fast enough to rubber band backwards because of the gravity but make the space craft just graze the dwarf planet it should work right?
Have you thought if using distance sensors to enable gyros to flip around quickly?
Any reason why you don't put the balloons on the front? I mean, other than just "That's what everyone else did". That way you can always thrust until just before impact, and you don't need to turn around unless you get a good bonk. It should also ensure that you have the balloon hitting at a good angle.
Another thing that might help is staggering your balloons, if you're using multiple. That way if one doesn't get hit by the collision, the next one might. I have a feeling this wouldn't help at all, but it might.
I wonder if they started boosting to slow down causing the redirect to go where power already was pushing towards??
Have you ever tried monster trucks?? That would be cool! Even a over powered one maybe vs mini trucks with a 1 mini gun lol. Some twisted metal
I wonder if physics in trailmakers is framerate dependent. Like, if you uncapped your framerate, would you get more consistent physics?
The problem is that the top 2 are using gyro stabilizers to prevent the adverse spinning when hitting the planet
I think if you swapped out the 3rd jet for space thrusters and balance out the vehicle for more reliable trajectory.
The guy in Pos 9 Did his best 😅
Advanced lithobraking maneuver
Maybe fasten the balloon in place with a power coupler.
Using one Balloon makes it easier to not bounce in a random Direction
Would have like to see a different space race other then "there and back" style
ScrapMan was doing the same thing over & over but expecting the same result.
Is this a form of insanity?
Would putting the Balloon at different lengths helps with the collision detection I wonder? 🤔