I was really hoping you had tweaked it a tiny bit so that it launched you more upwards than downwards. That wouldn't really help much but would've been more satisfying for me at least lol
That nose cone is unsightly for a square vehicle. The devs need a couple of aesthetic pieces for sure. The game needs a transition piece that goes from the square cross section to a circular cross section the same diameter as the nose cone. They also need a wedge corner so you can put four together for a square pyramid nose cone. And wedge tee pieces and inside corners as well for 90 degree turns. They also need more round pieces of all types.
Yeah, the game needs a LOT of things, but devs are too busy pumping out yet another paid DLC. Just checked and this airborne one is $35 usd! The whole thing is up over $60 and it still has unfixed bugs from many years ago.
The lack of counterbalance for your craft was causing you tons of issues that you didn't notice. The most obvious was the oscillations and the slowdown they caused, but it also made it nearly impossible for the craft to launch upwards rather than downwards. Basically, because gravity was slowing the craft down as it was rising in the arc, the speed gained during that portion of the swing was minimized, while the speed gained as it started dropping was maximized. This means that, despite there only being ~5 degrees between the upwards launch position and the downwards, a huge amount of speed was being gained in that area compared to the ~355 degrees after downwards launch back to upwards. This is why the craft was so consistently launching at the ground and needed to be on the helipad to succeed.
@@pc11reality errrr sure! I was thinking more like power core and block limit for like prop planes or something. There's so much you can do with the new pieces though, it makes me feel like I did when I was nine years old and my dad bought me the newest Lego and Rokkenbok sets. So many new parts, so much to do, not enough time. Edit: if you don't know what Rokkenbok is, check it out. It's great, but expensive.
Hi kosmo, the cones you add to the front of cockpits slightly decreases the aerodynamics. It looks better but for these more technical builds it might be something to consider.
Easy way to balance a catapult like this: remove the stand, turn it horizontal, use new 'center of mass' indicator and add/remove weight to one end until that indicator is at the pivot. Also, it is better to use angle sensors, or a regular censor on a servo (so that launch angle can be adjusted) for release. Way more precise than the altitude method. This turned out to be a more interesting episode than i expected. From title and thumbnail it seemed to be a typical "fly up and drop" thing that has been done a bunch of times before. The spinning catapult idea was way more interesting than that! As a side note, what's going on in the bottom left at 18:42? YT compression catching up (gradual un-blur of whatever that is)? And why does it look like several creations layered onto one another?
The missing counterweight for the glider made the construction much harder than needed and so wobbly. Anyway, what about a Multiplayer Monday Competition with the new parts? I have two ideas. - Build a helicopter, the helicopter will be lifted to a given height. At that height the helicopter needs to stay as long as possible in the air with auto rotation. - Everyone builds a glider. This glider has a given number of thrusters (4 for example). Those thrusters will burn for 10 seconds or something like that. That is the starting speed of a small platform not too high above ground. Which glider will get the most out of its thrust? That would also be good for evolution as it will be hard to find out the right balance between wings and mass for the given thrust.
It might be easier to have an angle sensor instead of an altitude sensor for the launch, since it wouldn't need you to adjust the height for the location. Maybe with some logic to work with a toggle rather than being completely automatic, so you can just keep it spinning up instead of having it fly off possibly prematurely? To help the glider, it might also make sense for it to drop the sensors, so it doesn't have to deal with the extra weight too. For the launcher, maybe some form of counterweight to help balance out the launcher? It might let you get away with less complexity/fewer support structures, since there would be less wobble.
So, the reason it was wobbling is because you didn't put equal weight on each arm. Basically when you added the glider you unbalanced it. Think of a car tire, it needs to be balanced so it doesn't vibrate your car apart (and to make the ride smooth).
Haha you got it...I actually did a bunch of weight calculations to offset the glider weight on the other end and then just sorta got into building and forgot to offset it properly 🤣
The way you have it set up, the release will always be past the apex instead of just before the apex as you wanted. When it's almost at speed, it will slow very slightly as it lifts the glider towards the apex (thrusters doing the most work against gravity). Then as you pass the apex, the thrusters work with gravity giving a very small but important increase in speed, pushing it over the release speed at the release height. Then add the delay in triggers and release block and you are then pointing down. That's why you needed the helipad for launching. If you added a sensor that detected the arm, you could time it to release during the upswing.
Definitely a challenge with launching gliders, as many power cores as you want on the launcher, none on the glider, max distance wins. Upgrades between rounds.
You need to add weights equal to the weight of the glider to counter act the oscillations. With that you could have removed some of the supports giving you more complexity budget to add even more thrusters :>
Multiplayer Monday for max distance glider launcher would be great. You all use the same glider to eliminate that as a variable, so it's just about launchers.
No, the whole thing was obviously out of balance through the most part of the video. I am yet to watch the last bit, but I will confirm after that if it was centered at some point. Though knowing Kosmo... I feel like he never centered it and then blamed the game for being "unrealistic". 😅😂
I think one of the ways you could improve the centrifuge launcher speed would be to add a weight block on the other side of the glider to reduce oscillation by making it more stable.
Yep... it's at what I thought too as soon as I saw the wiggle cause by the lack of equilibre. Other than that, he could do some test about the optimal length of arm vs truster position. If truster are closer from the rotation point, the max speed should be high (low torc).
Idea for multiplayer: each player builds a glider and a turret and you compete to see who can get farther in your glider before getting shot down. It's like skeet shooting...if your the skeet
You could do a glider launch evolution multiplayer with supersonic launch. Then people could also play with the launch altitude in addition to their glider design.
I love the idea of a centrifugal launcher. But think shot put instead of a rotating catapult as any direction it launching safely outwards away from the launcher.
Launch microplains with it and race some short to medium distance between sky islands dodging rocks and pirates. Probably less fun than it sounds to me though xD
I'm pretty sure that if you revamped the glider itself, you'd be able to maintain the supersonic speeds for more than a fraction of a second. The glider you were using was very minimalistic and wasn't really capable of high-speeds. Plus, it was constantly getting damaged at launch for some reason. So I definitely think that you and the guys could do a supersonic glider evolution video with this. See how goes the furthest. Just provide them with the base structure, dictate that it must release at supersonic speeds, point them in a direction, and have everyone work on making a glider from that! I honestly think that the glider is the biggest factor here.
yo kosmo, bc of ur altitude sensor method, there was a chance it would actually release just after the highest point, if it reached 1245kmph just after it had already reached that height, a sensor would have worked much better as you could have moved it around to find the optimal launch angle
good point fam! I did consider the delay in the altitude meter + the possibility it's triggering AFTER the apex...but then in true Kosmo fashion I just sent it
@@darealkosmo you also gotta add the same weight of the glider onto the opposite side to act as a counterweight. This should reduce the wobble of the supports if there will be any wobble at all, thus gaining more stability and speed since you arent losing it through the supports.
the reason the launcher was pushing you down was because there are two spots in the rotation for every height besides straight up, when you are going up and when you go down and you would reach the release speed after the up but before the down which is why you went down. if you increased release speed you would reach it after down but before up. ps. I wrote before finishing video so sorry if figured out in vid.
the cause of the oscillation is due to an imbalance of masses. the side with the cockpit has more mass than the side without. if you added another cockpit (or structure of the same mass) to the other side, the oscillations would stop more or less completely. the only issue would be that the thing could possibly tear itself apart when you release from the arm, so in order to avoid that, you also release the extra mass that you added on the other arm at the exact same time.
By the way, the cone on the glider was making a lot of drag, that one shape for some reason is not very good for aerodynamics. Fr ultimate performance you could have used 4 longest slopes, with the front edge being vertical
Only use I can think of for that fun gizmo is as a Carnival Attraction... and even then I don't think it'd be a good idea to let non-Carnie Personnel drive the Glider. :P
Yeah the launch mechanism could be improved by using two AND gates, two angle sensors, and a speed sensor. Greater than x speed AND (angle greater than AND less than). That would give you a window of release, and hopefully reduce the possibility of "late release". I would have the release ~15-30 degrees before TDC for best results.
I would set the angle to release when your nose is pointed at a 45 to launch you up instead of down. And does strapping a dragon thruster to the glider help it keep Mach speed? Maybe it’s a Mach speed launcher for planes. Jus have a Mach speed takeoff.
As the developers once said to me: all you need is one anchor block. Each extra anchor block adds more and instabilities. I know that this is counter-intuitive, but having one anchor block on one corner is better than having one on each corner.
Strap some explosives to that thing and recreate the Sene from "Slim Pick-ins" where he rode the bomb into the ground. Also, you could drag glitch the glider.
Could try some weight blocks to help maintain speed, idk if momentum is a thing in this physics engine. Also shorter wings could cut aero resistance. I know you achieved your goal, but maybe if you revisit attempts to maintain Mach speed lomger once you've launched.
idea for a video maybe? Who breaks the sound barrier more creatively It would be interesting to see different, crazy and creative machines for this from different people, the most unusual or most functional machines win ps; Have a great day
In fairness, regardless of any improvements you might make to lauch speed or launch angle, no supersonic glider will remain supersonic for long, especially if you have enough control authority to attempt to manoeuvre.
The altitude sensor was not the best choice. You should have done a distance sensor to sense when you're at a certain point instead. The issue with the altitude sensor is that there's a window of opportunity for you to be released. From the point you set until you are flung below that point again. Odds are you're being released on the downward as gravity assists in giving that extra acceleration. Having the distance sensor as your angle trigger would have been more reliable as you could have given it bias to one side and just set it to release at super sonic and detection.
do you know that a supersonic glider really existed in real life , was made in 1954 and flown 2 times in 1959 , it was the hispano ha23P , made by the spanish governement as a test aircraft for supersonic combat planes projects , it had the design of a mini concorde :) (10.20 meters lenght and 6.15M wingspan)
It is not going super sonic because if you set the launch after that the launcher gose super sonic the cone will just follow the seat. You gotta set the launch a bit before super sonic and then go downwords whit the glider it will work right.
I was really hoping you had tweaked it a tiny bit so that it launched you more upwards than downwards. That wouldn't really help much but would've been more satisfying for me at least lol
Yeah launching at about a 45 degrees back from the top would give it a much better throw I think
That might work but trailmakers is really picky when it comes to physics
All he needs to do is add an angle sensor and set it at a positive 45 degree angle
@@DreadThought977 And make sure it activates after a few rotations, which is difficult.
@@WSlopeAggie with the speed sensor not really
That nose cone is unsightly for a square vehicle.
The devs need a couple of aesthetic pieces for sure.
The game needs a transition piece that goes from the square cross section to a circular cross section the same diameter as the nose cone.
They also need a wedge corner so you can put four together for a square pyramid nose cone.
And wedge tee pieces and inside corners as well for 90 degree turns.
They also need more round pieces of all types.
Yeah, the game needs a LOT of things, but devs are too busy pumping out yet another paid DLC. Just checked and this airborne one is $35 usd! The whole thing is up over $60 and it still has unfixed bugs from many years ago.
The lack of counterbalance for your craft was causing you tons of issues that you didn't notice. The most obvious was the oscillations and the slowdown they caused, but it also made it nearly impossible for the craft to launch upwards rather than downwards. Basically, because gravity was slowing the craft down as it was rising in the arc, the speed gained during that portion of the swing was minimized, while the speed gained as it started dropping was maximized. This means that, despite there only being ~5 degrees between the upwards launch position and the downwards, a huge amount of speed was being gained in that area compared to the ~355 degrees after downwards launch back to upwards. This is why the craft was so consistently launching at the ground and needed to be on the helipad to succeed.
That doesn’t quite make sense. I think the downward launch was due to where he chose to release it and the small time delta the release occupies.
I think its because he reached 1245kph when he was going down at an altitude of 335 instead of upwards at 335
Guys gotta do some evolution battles and stuff again. The tank battles one was one of my favorites haha.
yes now that we have a lot of new part like a jumbojet evolution or a-10 evelution or a blip evolution or a RC evolution or a drone evolution.
thanks for reminding me
@@pc11reality errrr sure! I was thinking more like power core and block limit for like prop planes or something. There's so much you can do with the new pieces though, it makes me feel like I did when I was nine years old and my dad bought me the newest Lego and Rokkenbok sets. So many new parts, so much to do, not enough time.
Edit: if you don't know what Rokkenbok is, check it out. It's great, but expensive.
I think you need an angle sensor to make sure you're launching at a positive angle.
would've been mint if I'd thought of that! xD
Glider is supersonic for ~1-6 frames in video depending on attempt which equals ~0.016-0.1 seconds
Thanks for calculating
damn the ecuations for thats is brain power
Hi kosmo, the cones you add to the front of cockpits slightly decreases the aerodynamics. It looks better but for these more technical builds it might be something to consider.
oh dang son, thanks for the tip!
Easy way to balance a catapult like this: remove the stand, turn it horizontal, use new 'center of mass' indicator and add/remove weight to one end until that indicator is at the pivot.
Also, it is better to use angle sensors, or a regular censor on a servo (so that launch angle can be adjusted) for release. Way more precise than the altitude method.
This turned out to be a more interesting episode than i expected. From title and thumbnail it seemed to be a typical "fly up and drop" thing that has been done a bunch of times before. The spinning catapult idea was way more interesting than that!
As a side note, what's going on in the bottom left at 18:42? YT compression catching up (gradual un-blur of whatever that is)? And why does it look like several creations layered onto one another?
that's clever with the weight balancing suggestion! I will use that going forward.
oh what the heck!!!! I never noticed that at 18:42 lol! Definitely trailmakers wilding out
@@darealkosmo tbh for a little bit i thought it was you hiding another one of your "seKret creashins" lol
The missing counterweight for the glider made the construction much harder than needed and so wobbly.
Anyway, what about a Multiplayer Monday Competition with the new parts?
I have two ideas.
- Build a helicopter, the helicopter will be lifted to a given height. At that height the helicopter needs to stay as long as possible in the air with auto rotation.
- Everyone builds a glider. This glider has a given number of thrusters (4 for example). Those thrusters will burn for 10 seconds or something like that. That is the starting speed of a small platform not too high above ground. Which glider will get the most out of its thrust? That would also be good for evolution as it will be hard to find out the right balance between wings and mass for the given thrust.
I love how the catapult launches itself into space after releasing the glider.
totally practical and not wasteful at all 😂
It might be easier to have an angle sensor instead of an altitude sensor for the launch, since it wouldn't need you to adjust the height for the location. Maybe with some logic to work with a toggle rather than being completely automatic, so you can just keep it spinning up instead of having it fly off possibly prematurely?
To help the glider, it might also make sense for it to drop the sensors, so it doesn't have to deal with the extra weight too.
For the launcher, maybe some form of counterweight to help balance out the launcher? It might let you get away with less complexity/fewer support structures, since there would be less wobble.
So, the reason it was wobbling is because you didn't put equal weight on each arm. Basically when you added the glider you unbalanced it. Think of a car tire, it needs to be balanced so it doesn't vibrate your car apart (and to make the ride smooth).
Haha you got it...I actually did a bunch of weight calculations to offset the glider weight on the other end and then just sorta got into building and forgot to offset it properly 🤣
The way you have it set up, the release will always be past the apex instead of just before the apex as you wanted. When it's almost at speed, it will slow very slightly as it lifts the glider towards the apex (thrusters doing the most work against gravity). Then as you pass the apex, the thrusters work with gravity giving a very small but important increase in speed, pushing it over the release speed at the release height. Then add the delay in triggers and release block and you are then pointing down. That's why you needed the helipad for launching.
If you added a sensor that detected the arm, you could time it to release during the upswing.
Definitely a challenge with launching gliders, as many power cores as you want on the launcher, none on the glider, max distance wins. Upgrades between rounds.
You need to add weights equal to the weight of the glider to counter act the oscillations. With that you could have removed some of the supports giving you more complexity budget to add even more thrusters :>
Multiplayer Monday for max distance glider launcher would be great. You all use the same glider to eliminate that as a variable, so it's just about launchers.
When balancing you should make it first without the base, and get the center of mass in the rotation point. Or maybe you did that, I don't know :D
No, the whole thing was obviously out of balance through the most part of the video. I am yet to watch the last bit, but I will confirm after that if it was centered at some point.
Though knowing Kosmo... I feel like he never centered it and then blamed the game for being "unrealistic". 😅😂
He had a glider on one end and nothing on the other end it’ll be out of balance
@@mikejefferys yeah I made the comment early on when the center of mass was visable
15:05 If it's properly ballanced, he'd be able to go supersonic again.
I think one of the ways you could improve the centrifuge launcher speed would be to add a weight block on the other side of the glider to reduce oscillation by making it more stable.
Yep... it's at what I thought too as soon as I saw the wiggle cause by the lack of equilibre. Other than that, he could do some test about the optimal length of arm vs truster position. If truster are closer from the rotation point, the max speed should be high (low torc).
You should do an evolution challenge with this thing.
Idea for multiplayer: each player builds a glider and a turret and you compete to see who can get farther in your glider before getting shot down. It's like skeet shooting...if your the skeet
You could do a glider launch evolution multiplayer with supersonic launch. Then people could also play with the launch altitude in addition to their glider design.
I love the idea of a centrifugal launcher. But think shot put instead of a rotating catapult as any direction it launching safely outwards away from the launcher.
Y'all should do another glider evolution in multi-player Monday and put this up as your glider 😂
Launch microplains with it and race some short to medium distance between sky islands dodging rocks and pirates. Probably less fun than it sounds to me though xD
I'm pretty sure that if you revamped the glider itself, you'd be able to maintain the supersonic speeds for more than a fraction of a second. The glider you were using was very minimalistic and wasn't really capable of high-speeds. Plus, it was constantly getting damaged at launch for some reason.
So I definitely think that you and the guys could do a supersonic glider evolution video with this. See how goes the furthest. Just provide them with the base structure, dictate that it must release at supersonic speeds, point them in a direction, and have everyone work on making a glider from that! I honestly think that the glider is the biggest factor here.
yo kosmo, bc of ur altitude sensor method, there was a chance it would actually release just after the highest point, if it reached 1245kmph just after it had already reached that height, a sensor would have worked much better as you could have moved it around to find the optimal launch angle
good point fam! I did consider the delay in the altitude meter + the possibility it's triggering AFTER the apex...but then in true Kosmo fashion I just sent it
@@darealkosmo you also gotta add the same weight of the glider onto the opposite side to act as a counterweight. This should reduce the wobble of the supports if there will be any wobble at all, thus gaining more stability and speed since you arent losing it through the supports.
He really made Spin Launch in Trailmakers
The air friction is very high in this game. One recommendation for the launcher. Try the angle sensor instead of height.
the reason the launcher was pushing you down was because there are two spots in the rotation for every height besides straight up, when you are going up and when you go down and you would reach the release speed after the up but before the down which is why you went down. if you increased release speed you would reach it after down but before up. ps. I wrote before finishing video so sorry if figured out in vid.
the cause of the oscillation is due to an imbalance of masses. the side with the cockpit has more mass than the side without. if you added another cockpit (or structure of the same mass) to the other side, the oscillations would stop more or less completely. the only issue would be that the thing could possibly tear itself apart when you release from the arm, so in order to avoid that, you also release the extra mass that you added on the other arm at the exact same time.
I actually did weight calculations to try and make the weight equal on either side but I got ADHD and just sent it
By the way, the cone on the glider was making a lot of drag, that one shape for some reason is not very good for aerodynamics. Fr ultimate performance you could have used 4 longest slopes, with the front edge being vertical
Only use I can think of for that fun gizmo is as a Carnival Attraction... and even then I don't think it'd be a good idea to let non-Carnie Personnel drive the Glider. :P
Recommendation: instead of a altitude sensor try for a angle sensor. Little more accurate.
Yeah the launch mechanism could be improved by using two AND gates, two angle sensors, and a speed sensor. Greater than x speed AND (angle greater than AND less than). That would give you a window of release, and hopefully reduce the possibility of "late release". I would have the release ~15-30 degrees before TDC for best results.
I would set the angle to release when your nose is pointed at a 45 to launch you up instead of down. And does strapping a dragon thruster to the glider help it keep Mach speed? Maybe it’s a Mach speed launcher for planes. Jus have a Mach speed takeoff.
As the developers once said to me: all you need is one anchor block. Each extra anchor block adds more and instabilities. I know that this is counter-intuitive, but having one anchor block on one corner is better than having one on each corner.
Trust me, I tried, not enough.
Supersonic ICBM launchers you're limited to only rudders for steering and have to hit a target across map, maybe in a game of horse?
Strap some explosives to that thing and recreate the Sene from "Slim Pick-ins" where he rode the bomb into the ground. Also, you could drag glitch the glider.
You should add more helicopter bearings, so it wouldn’t pull too much on the supports
You didnt add counterweight for your craft, only for the rockets
Everybody; be using rockets and stuff
Kosmo; builds a glider without anything to power it that breaks the speed of sound
Could try some weight blocks to help maintain speed, idk if momentum is a thing in this physics engine. Also shorter wings could cut aero resistance. I know you achieved your goal, but maybe if you revisit attempts to maintain Mach speed lomger once you've launched.
You could do something like playing dart with the gliders
idea for a video maybe? Who breaks the sound barrier more creatively
It would be interesting to see different, crazy and creative machines for this from different people, the most unusual or most functional machines win
ps; Have a great day
In fairness, regardless of any improvements you might make to lauch speed or launch angle, no supersonic glider will remain supersonic for long, especially if you have enough control authority to attempt to manoeuvre.
what? lol it doesn't work that way.
I think wings were not the best option, I would use stabilizers. Remember the trailing edges of those arms they effect speed also.
You should use more helicopter bearings so it doesn’t pull to much on the supports
Use the catapult to build the best glider as an evolution video it’d bee cool to see how far y’all can go.
I wonder if you could just this one time use no drag glitch to see if it can glide supersonic for a longer time
we need to get him to 100k guys
A super sonic gliding bomb challenge would be awesome
The altitude sensor was not the best choice. You should have done a distance sensor to sense when you're at a certain point instead. The issue with the altitude sensor is that there's a window of opportunity for you to be released. From the point you set until you are flung below that point again. Odds are you're being released on the downward as gravity assists in giving that extra acceleration. Having the distance sensor as your angle trigger would have been more reliable as you could have given it bias to one side and just set it to release at super sonic and detection.
do you know that a supersonic glider really existed in real life , was made in 1954 and flown 2 times in 1959 , it was the hispano ha23P , made by the spanish governement as a test aircraft for supersonic combat planes projects , it had the design of a mini concorde :) (10.20 meters lenght and 6.15M wingspan)
The final launch on the glider goes supersonic for 5 frames after launch, on the 6th frame it is in the 1100km/h range
The 5 Frame Wonder
drop your glider from the top of the build box and find the shallowest angle that will still allow your glider to fall and break the sound barrier
I think all you needed to do was add some weight on the other side to counter the mass of the cockpit
You could probably remove the wobbling by adding a counterweight for the glider
I was doing the math for it and then I kept changing stuff so much that I got tired of adjusting the counterweight so I SENT IT BAYBAY :)
I wonder if it is possible to fall at supersonic speeds without using power cores
This guy just replicated spinlaunch 😂😂
He should have used dragon jets! Much more powerful but it requires more stabilization...
i would try turning the plane over and releasing on the up stroke just after hitting the bottom
Awesome video like Always👍🏻
Thanks Turbocrash!
Just like the glider challenge b4....but now withvthe updated parts and the launcher........longest flite
Change the release degree by about 5-9 less and you might get thrown in the air instead of into the ground
good job catapult looks greet
Attach dynamites behind the cockput and make it a kamikaze glider bomb thingy
Super sonic Ferris Wheel confirmed.
Ferris wheel of dooooom
now that we have a lot of new part like a jumbojet evolution or a-10 evelution or a blip evolution or a RC evolution
Centrifugal catapults are called trebuchets
You should do an air repair
I found that it went supersonic without the catapult for a single frame with the dragon jets
You and the boys can see who can glide the farthest
How did it rip the anchor pins out of the ground
Make this into MM it just will be funny seeing people yeeting themself for gliding xD
yess lesgo you so close to 100K!!!
The glider that can stay in the air for the longest time
you can try to nodrag glitch your glider
What are the “seKret creashins?
Didn't ScrapMan do the same thing? I might just be rewatching the video, though.
Ok I think I'm just rewatching it.
I wonder what if the glider had o drag glitch
Ah yes seKret creashins 👌
What if he launches it from the bottom?
Could you add this the the gallery so we could try it?
Oh it's so frustrating watching Kosmo spinning an unbalanced load and trying to fix the 'floppiness' with braces.
I cut my losses with balancing the load, I did weight calculations to offset the glider weight and it still kept oscillating so I just sent it.
maybe try a zero drag glitch
angle sensor?
100K subs yesss
bomb glider
1213 is it speed when it launches
Catapultank+kamikazi glider battle😆
It is not going super sonic because if you set the launch after that the launcher gose super sonic the cone will just follow the seat. You gotta set the launch a bit before super sonic and then go downwords whit the glider it will work right.
Hi, i love your videos dude
Bacon
@@mig-21interceptor62 lol
Where's the slow mo at the end of the launch?
Fpv?
sideways wheels have no friction
Super sonic trebuchet lol
Off topic but does anyone know the name of the song used here 3:09
It be slappin and I wanna listen to it while I work
gotchu fam...Harris Heller - Sampled Heat
Getting the davinci achievement the hard way
first, also love the trailmakers videos. keep up the good work