The problem is the good looking parts. Specifically the pole with a square base. It needed to be round, the square hitbox is getting the creation caught on the corners. Replace with a pipe piece and you should get MUCH better results. Also, you know where the pole is connected to the post (the end part connected to the wall that isn't in the illustration, off-screen to the right), THAT is where the piston shoulda gone. Basically, pretty much the same thing you did with the first piston attempt, only do it to the horizontal "output" pole, not the vertical "input" one. It will achieve a similar result with what you ended on but look more like the render.
Most of the Barrack parts have box collision, this why it works weird. Though cylinders have actual cylinder collision, they have default diameter of 3 blocks due to incorrect margin value.
It's not only about moving one pole, in an ideal completely rigid simulation, that would be impossible; it also needs the angle between the poles to be slightly obtuse.
He also needed to add a block between those pipe brackets and pipes he mounted them to. You could see the piston in the S bracket compressing as the tab that goes into the pipe brackets on the output shaft collides with the output shaft. In the simulation there was enough space to allow for a >90° movement, which I suspect was messing this one up a bit.
Sometimes if the paint is two different colors Scrap Mechnic does actually begin it's shenanigans and starts differentiating same, lets say wood, blocks into two different attached wooden objects. Helps with giand creations that always try to phase through reality.
Need a 1 block air-gap at the shafts' bearing "ears". The animation has a gap to allow the assembly to go greater than 90 degrees back into the piston, but the blocks were pressing up hard against each of the shafts and were limited to 90 degree sideways movement as a result. The piston you put in the "S" helped address that somewhat, but I'm pretty sure it would work on its own without the piston if that was corrected.
What I'd really like to see is Scrapman going back over some of these mechanisms, but getting them to do work. Getting them to do something that would be useful in survival mode for example.
@@ArinJager1 Found on lots of things. Balers for hay and straw use the clutch for the pick up rotor to clear jams. Belt conveyors use them as a clutch in the event of a drive motor fail, keeps the conveyor from going reverse in a fail. One would not want to be on an escolator going up, and end up going down with no stop at the end. Soft close doors use them, momentary contact switches are also a good spot to find them. It's not just for drive systems as mechanical pens use the same idea. This Old Tony did a video some time in the past called "Rotary & Linear Dampers, what a drag". Well worth the watch just for the jokes.
Doesn't the horizontal shaft needs to rotate as well? From the original mechanism I was getting the idea that it converts vertical motion into horizontal motion but he didn't allow the horizontal shaft to rotate so that's probably what was causing it to jam at higher speeds
@@Netherdan It would if the horizontal shaft had a bearing on it where it connected to the upright pipe, and not on the damper clutch side. In the real world that is how it's done. In cartoon land, not everything is done the proper way.
Hi Scrapman, I love these videos. I think that the pistons were not needed in the S like joint but in the pole that holds the horizontal shaft. If you look at the minute 1:13 to 1:41 of your video, in the simulation of the contraption the "horizontal" shaft is slightly tilted upwards before the whole mechanism starts to rotate. I guess the purpose of this is to transfer the rotational movement as soon as the axis are other than 90 degrees apart.
The method with the piston creates a lot of strain wich causes the vertical axle to flex because of the bearing and causing it to work (it could be better if you angle the axles instead of just moving them)
Great Video, love this series of replicating mechanisms! I think using a piston to move the motorized pipe might cause some unwanted tension. If you consider that of one of the two joints controlling the vertical pipes axis has its fixed positing at the horizontal pipe, then it might make sense to not only do an "inwards" push, but to also push the vertical pipe down. That might be better achievable then by having two bearings lowering it and shiftig it aside at the same time. Maybe you can try that out in another video replicating a similar mechanism. Keep it up, great work, great quality!
On the cool looking bearing pieces where the part with the ducting the bearings might need to be spaced further cuz when it hits the 90° it might need more room maybe 95° if that makes sense lol
My read is that most of your problems are due to the relationship between input and output. As soon as the slight tilt was pointed out in the beginning, I realized that the output was more than 90 degrees off from the input. Your first piston at the base came close to fixing it, but you were pushing toward less than 90 degrees, so it struggled even after the jammed bearing was fixed. My solution would be to let the output pipe rest in a tall net block loop (no bearing on that end), and use a piston to bump the loop up one block. Bonus points for then adding a slapper arm beyond the loop to see if catapulting with this joint is viable.
These interesting real world mechanisms made in scrap mechanic are my favorite by far seeing you try to figure out the way it can work in scrap mechanics physics is fun!
to be honest, the input shaft should stay were it was and the output shaft should have a piston to rise it one or two blocks. Then the angle of the piece connected to the input shaft will always be off-centered without unwanted forces/bending
I think somthing worth trying is to put a piston on the horizontal pipe to push the whole top of the mechanism to the left by a little. Instead of trying to angle the vertical pipe. In the original 3D render the vertical is perfectly up and down and the bearing set as a whole is what is off set.
No because that would cause stress on the berrings. He should push it with rotating arms so that the berrings can follow without stressing the mechanism.
@captainphoton I agree, but I believe what makes this mechanism work is that it has a small amount of stress on the bearings. Otherwise, it would just free spin.
@@flyingmunk8956 it get stressed when moving. And that's what make it move. But if it's stressed by default it will just increase friction. And end up clogging like it did for scrap man.
@@flyingmunk8956 the thing with the rotation is that it would push the arm forward. But also keep it perfectly horizontal. Because the little arms on the mechanism are supposed to rotate as well. While with a piston the arm would need to tilt forward at some point.
if you added a pivot joint to the bottom you probably could've gotten it faster, a pivot joint would've allowed for the full extension of the piston at the bottom allowing for that 5 degree difference, also when you opted to have the angle difference be on the inside its not that big in scrap mechanic especially with controllers but that is an energy deficiency as it would require more energy to pivot from a 90 degree angle than it would a 100 degree angle. overall loved the video really got my mind working
The mechanism is so easy to make it took me few minutes to do it right.(i paused the vid when i just seen his try at the S bend. The rotation points align with the highest and lowest parts and the top shaft is actually slightly up. Moving it instead of the bottom shaft would force the top shaft to give under the motion making it do exact same quick spin at the highest point.
Never played scrap mechanic, but as a space engineer player I still have nightmares about rotors and pistons from when it came out. All hail the kelang god!
I think the piston would be better placed on the base of the horizontal rod, it would do the same offset but on the two stable parts of the whole thing, which in turn would ensure the pistons don't mess with what the mechanism is meant to be outside of the first position, but you managed to do it anyway so it doesn't really matter.
When you were talking about moving the mechanism over a bit, I was thinking maybe you could use some kind of old school scissor-type piston design to go less than one block while still being stable. But... you already know the drill Day *98* of asking Scrapman to do a Multiplayer Monday in survival mode where everyone starts at the crashed ship with a craftbot set up in the mechanic station, then everyone has 30 minutes to build a vehicle from scratch, no glitches, thrusters allowed, after which everyone meets up and races along some road :)
my first thought while your still setting up the 1st run is, "dont one of those bering types have a maximum tolerance, like it can only rotate 340deg and then forces the S bend to flip, then mirrored out to the output. even the original animation seems as if the joints seem to be some kind of spring return
5:18 I'd say put the bottom rod on a piston with a one block gap so it's kinda free-floating then once it's off the lift have it extend the piston out for .5-1 blocks to give it an angle
Let the bearing connection at the end of the driver rod be point A, and the bearing connection at the end of the driven rod be point B. Construct a right triangle with hypotenuse AB. It's arms are parallel to arms of the support frame. (There are two such triangles, let's consider the one where C points inside the structure) By moving point A closer inwards, side b which is AC is being shortened. Since c2 = a2 + b2 side c which is the hypotenuse is also being shortened. The hypotenuse is made out of a solid object, and thus cannot be shortened, and needs to remain constant. To shorten side b, side a must be lengthened in proportion so c remains unchanged. By doing that, values of angles at points A and B should switch, thus tilting the hypotenuse without compressing it. In practical terms, you need to push the driven rod out, if you push the driver rod in.
1:34 after seeing this I was constantly (mentaly) screaming that the pistion is on the wrong spot, it should be pushing the horizontal rod up from what this short section showed You made my brain hurt
One problem is the the horizontal rod is supposed to be angled slightly downward. If you had put the piston under that rod with bearings attached to blocks so that it angles smoothly
glad to see that got it to work but i would have tried the piston on the output axel first to push it left instead of the generating axel pushing up but hay it works and looks good
in my opinion there are two problems The first is that perhaps it was better to use an electric motor instead of a controller and the second that also the upper arm must be slightly beyond 90 degrees in starting point
i wonder if the horizontal rod, instead of being on a bearing, could have been "trapped" in an Y shaped that is 1 block lower. this way you would have got not really 90deg, and the longer is the Y in the horizonal rod, the lesser is the angle. But i guess when it does the quick flip, that is a high torque maneuver so it probably want to jump a little
Hey Scrapman, I had an brilliant idea for MM: why don't you make a race or fight (with destructible vehicles), but your controlls are hocked into a timer (like 5 s delay)
square base on the good looking parts gets in the way of the mechanism moving the way you want it to... you can fix it by removing them and using regular pipe pieces instead...
One big problem I see is that long rotating pole is constant lenght. When piston is offsetting it it doesn't change lenght and geometry of the system is keeping it locked close to 90 degrees
the rager's tools mod adds a jetpack, which should make these types of builds a whole lot easier. because you don't have to use ur lift to maneuver around the build.
I think the issue was the bottom rotating axle was offset the other direction going to the left, and it need a bearing so it can rotate in the the axis your pushing it
The first bearing is flexing in the opposite direction from the animation, you pushed it so it wants to rotate to the back. Just by flipping the piston around I think you can fix it.
its interesting, scrap mechanic actually makes you think think like an engineer, funny story i tried simulating a German puma steering using warthunder on as a reference but scrap mechanic did not like it, it was system with piston and angling the wheels but i just couldn't figure it out
I wonder why ScrapMan didn't put the piston in the upright support for the end axle, so everything after the first joint was lifted up a few degrees? That seemed more in line with the animation than the piston flex in the S bend construction. I'd try that if possible, should be a quick test for ScrapMan on the next mechanical example test.
Hey scrapman the reason why your piston could not spin correctly is because you need to add a free bearing behind the piston attached to the plateform and make it enable to spin when it pushes that way you can have it ben 2 or 3 block
I think the square plates on the cylinder parts (Whatever the piece is called) are getting caught on every rotation after the first. If I am right it should be fixed by flipping them. If you check the top left corner at 10:20, you might see what I am talking about.
Nice work! And yes, it looked good. You should check out the Brick experiment channel. They make useless machines with lego. Maybe you could recreate some of those.
Did anybody else notice both pieces attached to the S shaped piece aren't spinning in relation to it, they're oscillating? Like 180° clockwise, then 180° counterclockwise. If you put some paint on the outside, you can see it.
i think you could achieve that easier by extending the vertical rod to push the S part in the right position instead of missaligning the part, not sure if it would work tho
Watching this video was a mixed experience. I knew the solution the moment i saw the problem and I had to wait 10:44 for you to figure it out. good video anyway, keep on going!
Sitting here watching you trouble-shoot, staring at the problem (the joints attached to the rods need to have more than the 180deg of possible movement they have), hoping you'll see it before the video ends... He made it work regardless of that problem lol
I feel like ScrapMan's version only works because it flexes, if you look at the example the rotation points form a perfect rectangle, where-as his design forms a trapezoid?
i feel like you could make it simpler by adding pistons on the horizontal axle, if you put multiple pistons you can have them fighting against each other and in the end gets you a block in between other blocks, which would eliminate most of the flex, possibly avoid using pistons on the s bend and stuff
The new editor you got is God Tier.
Never let him go.
dont worry he got the vip corner in his basement
@@rapidfirevestige bruh
@@KenKaneki2007-9 shet gotta get in mah white van
@@rapidfirevestigei’m still in the dark corner 😔
@@apersunthathasaridiculousl1890 hello
woah the 3D animation you did to better explain the mechanism is so appreciated!
Thank the editor!
I thought morphious86 was your editor... or it morphious86 something else
@@scrapmanthanks editor!
@@scrapman thank you editor!
Thank you editor
The problem is the good looking parts. Specifically the pole with a square base. It needed to be round, the square hitbox is getting the creation caught on the corners. Replace with a pipe piece and you should get MUCH better results.
Also, you know where the pole is connected to the post (the end part connected to the wall that isn't in the illustration, off-screen to the right), THAT is where the piston shoulda gone. Basically, pretty much the same thing you did with the first piston attempt, only do it to the horizontal "output" pole, not the vertical "input" one. It will achieve a similar result with what you ended on but look more like the render.
This! I was screaming for the horizontal pole to be moved instead
Most of the Barrack parts have box collision, this why it works weird. Though cylinders have actual cylinder collision, they have default diameter of 3 blocks due to incorrect margin value.
It's not only about moving one pole, in an ideal completely rigid simulation, that would be impossible; it also needs the angle between the poles to be slightly obtuse.
He also needed to add a block between those pipe brackets and pipes he mounted them to. You could see the piston in the S bracket compressing as the tab that goes into the pipe brackets on the output shaft collides with the output shaft. In the simulation there was enough space to allow for a >90° movement, which I suspect was messing this one up a bit.
Sometimes if the paint is two different colors Scrap Mechnic does actually begin it's shenanigans and starts differentiating same, lets say wood, blocks into two different attached wooden objects. Helps with giand creations that always try to phase through reality.
Need a 1 block air-gap at the shafts' bearing "ears". The animation has a gap to allow the assembly to go greater than 90 degrees back into the piston, but the blocks were pressing up hard against each of the shafts and were limited to 90 degree sideways movement as a result. The piston you put in the "S" helped address that somewhat, but I'm pretty sure it would work on its own without the piston if that was corrected.
What I'd really like to see is Scrapman going back over some of these mechanisms, but getting them to do work. Getting them to do something that would be useful in survival mode for example.
Did the editor make a simulation in something like blender or other 3d modelling software?if so I'm impressed
@@Hadeks_Marow Bro he has an editor.
he definitely got an editor, the editing style is definitely different
@@Hadeks_Marow It's cute how you think he can't.
@@Hadeks_Marow I believe it was in an instruments of destruction video a month or two ago when Scrapman got an editor.
@@Hadeks_Marow He got an editor a while ago (maybe month or so) due to him having less time while moving into his new house
If your editor was the one to put in that simulation at 1:13, then give that man a raise…
Yes
I think he edits his own vids... at least sometimes...
@@mcwindouglas6697 he got a new editor a while back, I think (in one of his Juno videos)
@@mcwindouglas6697 but yeah, I think he used to edit his own vids
Its like while he explains, he shows what's he is talking about while simulating it! It's very useful to understand it.
That would be called a one-way rotary damper clutch. If anyone would like to know what it is called.
Thanks for the shows Scrapman.
but what it does, though? I'm reminded of some kind of suspension or drive shaft or I dunno (not an engineer, just a humble scrapman watcher)
@@ArinJager1 Found on lots of things. Balers for hay and straw use the clutch for the pick up rotor to clear jams. Belt conveyors use them as a clutch in the event of a drive motor fail, keeps the conveyor from going reverse in a fail. One would not want to be on an escolator going up, and end up going down with no stop at the end. Soft close doors use them, momentary contact switches are also a good spot to find them. It's not just for drive systems as mechanical pens use the same idea. This Old Tony did a video some time in the past called "Rotary & Linear Dampers, what a drag". Well worth the watch just for the jokes.
Doesn't the horizontal shaft needs to rotate as well? From the original mechanism I was getting the idea that it converts vertical motion into horizontal motion but he didn't allow the horizontal shaft to rotate so that's probably what was causing it to jam at higher speeds
@@Netherdan It would if the horizontal shaft had a bearing on it where it connected to the upright pipe, and not on the damper clutch side. In the real world that is how it's done. In cartoon land, not everything is done the proper way.
Hi Scrapman, I love these videos.
I think that the pistons were not needed in the S like joint but in the pole that holds the horizontal shaft. If you look at the minute 1:13 to 1:41 of your video, in the simulation of the contraption the "horizontal" shaft is slightly tilted upwards before the whole mechanism starts to rotate.
I guess the purpose of this is to transfer the rotational movement as soon as the axis are other than 90 degrees apart.
Also could have been the editor not wanting to make a rig for the simulation ;)
1:13 did you do this animation on the right?? If yes hats off to you brother 🎉
The editor did it
The method with the piston creates a lot of strain wich causes the vertical axle to flex because of the bearing and causing it to work (it could be better if you angle the axles instead of just moving them)
It’s actually incredible that you can replicate complex mechanical movement in Scrap Mechanic
Great Video, love this series of replicating mechanisms!
I think using a piston to move the motorized pipe might cause some unwanted tension. If you consider that of one of the two joints controlling the vertical pipes axis has its fixed positing at the horizontal pipe, then it might make sense to not only do an "inwards" push, but to also push the vertical pipe down. That might be better achievable then by having two bearings lowering it and shiftig it aside at the same time.
Maybe you can try that out in another video replicating a similar mechanism.
Keep it up, great work, great quality!
How you aren’t an engineer baffles me. You’re able to assess these Machines and builds very well.
All of the mechanism you made is amazing keep it up scrapman
I will never guess why such a slow pace videos are so enjoyable.
On the cool looking bearing pieces where the part with the ducting the bearings might need to be spaced further cuz when it hits the 90° it might need more room maybe 95° if that makes sense lol
My read is that most of your problems are due to the relationship between input and output.
As soon as the slight tilt was pointed out in the beginning, I realized that the output was more than 90 degrees off from the input.
Your first piston at the base came close to fixing it, but you were pushing toward less than 90 degrees, so it struggled even after the jammed bearing was fixed.
My solution would be to let the output pipe rest in a tall net block loop (no bearing on that end), and use a piston to bump the loop up one block.
Bonus points for then adding a slapper arm beyond the loop to see if catapulting with this joint is viable.
These interesting real world mechanisms made in scrap mechanic are my favorite by far seeing you try to figure out the way it can work in scrap mechanics physics is fun!
Your videos are such a vibe
to be honest, the input shaft should stay were it was and the output shaft should have a piston to rise it one or two blocks.
Then the angle of the piece connected to the input shaft will always be off-centered without unwanted forces/bending
I would have tried offsetting the output bar instead of the input bar
just how I see it in my head
Exactly.
This is my favorite series together with MM
I think somthing worth trying is to put a piston on the horizontal pipe to push the whole top of the mechanism to the left by a little. Instead of trying to angle the vertical pipe. In the original 3D render the vertical is perfectly up and down and the bearing set as a whole is what is off set.
No because that would cause stress on the berrings. He should push it with rotating arms so that the berrings can follow without stressing the mechanism.
@captainphoton I agree, but I believe what makes this mechanism work is that it has a small amount of stress on the bearings. Otherwise, it would just free spin.
@@flyingmunk8956 it get stressed when moving. And that's what make it move. But if it's stressed by default it will just increase friction. And end up clogging like it did for scrap man.
@captainphoton yeah that makes sense. Seems to need kind of a fine line in-between the two.
@@flyingmunk8956 the thing with the rotation is that it would push the arm forward. But also keep it perfectly horizontal. Because the little arms on the mechanism are supposed to rotate as well.
While with a piston the arm would need to tilt forward at some point.
Out of all of the mechanisms so far I thought this one would be better than it turned out to be.
if you added a pivot joint to the bottom you probably could've gotten it faster, a pivot joint would've allowed for the full extension of the piston at the bottom allowing for that 5 degree difference, also when you opted to have the angle difference be on the inside its not that big in scrap mechanic especially with controllers but that is an energy deficiency as it would require more energy to pivot from a 90 degree angle than it would a 100 degree angle. overall loved the video really got my mind working
15:12, now put this in trail makers 😂
Still loving every one of these mechanical wizardry videos, keep it up!
The mechanism is so easy to make it took me few minutes to do it right.(i paused the vid when i just seen his try at the S bend. The rotation points align with the highest and lowest parts and the top shaft is actually slightly up. Moving it instead of the bottom shaft would force the top shaft to give under the motion making it do exact same quick spin at the highest point.
Never played scrap mechanic, but as a space engineer player I still have nightmares about rotors and pistons from when it came out. All hail the kelang god!
I assumed that you need to do alternate piston switching, but you managed without it, good luck in the future ✨
Love the decorations in the back, this was such a cool video
you're my fav youtuber keep it up Scarp(man)
I think the piston would be better placed on the base of the horizontal rod, it would do the same offset but on the two stable parts of the whole thing, which in turn would ensure the pistons don't mess with what the mechanism is meant to be outside of the first position, but you managed to do it anyway so it doesn't really matter.
That was extremely satisfying.
1: the botom is mean to tilt out (not sure this bent is meant for les then 90* )
1: thing the midle part is off with 1-2 blocks compared to scale
When you were talking about moving the mechanism over a bit, I was thinking maybe you could use some kind of old school scissor-type piston design to go less than one block while still being stable. But... you already know the drill
Day *98* of asking Scrapman to do a Multiplayer Monday in survival mode where everyone starts at the crashed ship with a craftbot set up in the mechanic station, then everyone has 30 minutes to build a vehicle from scratch, no glitches, thrusters allowed, after which everyone meets up and races along some road :)
Oooh! I am glad you are getting into the 3D modelling! So good!
That was a tough one. Well done!
my first thought while your still setting up the 1st run is, "dont one of those bering types have a maximum tolerance, like it can only rotate 340deg and then forces the S bend to flip, then mirrored out to the output.
even the original animation seems as if the joints seem to be some kind of spring return
yeah 100% some of thos berings need to be resistive, all the onves inside the roating pistons and the 2 bend
It would be really cool if you contacted the guy that does art of rendering to do a collab!
5:18 I'd say put the bottom rod on a piston with a one block gap so it's kinda free-floating then once it's off the lift have it extend the piston out for .5-1 blocks to give it an angle
Let the bearing connection at the end of the driver rod be point A, and the bearing connection at the end of the driven rod be point B.
Construct a right triangle with hypotenuse AB. It's arms are parallel to arms of the support frame. (There are two such triangles, let's consider the one where C points inside the structure)
By moving point A closer inwards, side b which is AC is being shortened. Since c2 = a2 + b2 side c which is the hypotenuse is also being shortened.
The hypotenuse is made out of a solid object, and thus cannot be shortened, and needs to remain constant.
To shorten side b, side a must be lengthened in proportion so c remains unchanged.
By doing that, values of angles at points A and B should switch, thus tilting the hypotenuse without compressing it.
In practical terms, you need to push the driven rod out, if you push the driver rod in.
nice music, very chill ^^
Can we just appreciate the hard work scrap man puts in his vids?
In the beginning you explained what is needed to make it work, just extend the long pole with a piston first so it sits at an angle.
Scrapman your a wonderful creator keep up the good work ive been watching your channel for years thank you for creating this great content
1:34 after seeing this I was constantly (mentaly) screaming that the pistion is on the wrong spot, it should be pushing the horizontal rod up from what this short section showed
You made my brain hurt
You missed adding when it was glitching that you needed to slow down the spinning of the mechanism😅
By glitching I meant what are you call “hiccup”
One problem is the the horizontal rod is supposed to be angled slightly downward. If you had put the piston under that rod with bearings attached to blocks so that it angles smoothly
Thanks editor, really cool 3d animation
glad to see that got it to work but i would have tried the piston on the output axel first to push it left instead of the generating axel pushing up but hay it works and looks good
Instead of adding the pistons, you could have just made the joints go a bit farther than 90 degrees
Continuous mechanical rotation turned into a pulse? That's awesome! I love learning new things like this XD
I wonder if it would work for a catapult
in my opinion there are two problems
The first is that perhaps it was better to use an electric motor instead of a controller and the second that also the upper arm must be slightly beyond 90 degrees in starting point
You know what? That was well done, man!
i like your art of rendering content its nice to watch
: )
I see scrapman “mechanism recreated” and I click LIKE
I tried to replicate this in SM, but it kinda didn't work, mostly cuz of my personal laptop's performance.
i wonder if the horizontal rod, instead of being on a bearing, could have been "trapped" in an Y shaped that is 1 block lower. this way you would have got not really 90deg, and the longer is the Y in the horizonal rod, the lesser is the angle.
But i guess when it does the quick flip, that is a high torque maneuver so it probably want to jump a little
Hey Scrapman, I had an brilliant idea for MM: why don't you make a race or fight (with destructible vehicles), but your controlls are hocked into a timer (like 5 s delay)
I think putting the piston behind the vertical rod would be more stable, and be more like the actual animation.
Try putting the piston on the horizontal tube piller and extending it by one block instead of the S bend.
square base on the good looking parts gets in the way of the mechanism moving the way you want it to...
you can fix it by removing them and using regular pipe pieces instead...
One big problem I see is that long rotating pole is constant lenght. When piston is offsetting it it doesn't change lenght and geometry of the system is keeping it locked close to 90 degrees
the rager's tools mod adds a jetpack, which should make these types of builds a whole lot easier. because you don't have to use ur lift to maneuver around the build.
Just make one part of the S bend heavier than the other. The weight will push one side down easier allowing it to work faster.
I think the issue was the bottom rotating axle was offset the other direction going to the left, and it need a bearing so it can rotate in the the axis your pushing it
omg the raichu in the background is so cute
Man that is so freakin cool
The first bearing is flexing in the opposite direction from the animation, you pushed it so it wants to rotate to the back. Just by flipping the piston around I think you can fix it.
its interesting, scrap mechanic actually makes you think think like an engineer, funny story i tried simulating a German puma steering using warthunder on as a reference but scrap mechanic did not like it, it was system with piston and angling the wheels but i just couldn't figure it out
Continue this series in CAD
There is a drift track 2 out rn
I wonder why ScrapMan didn't put the piston in the upright support for the end axle, so everything after the first joint was lifted up a few degrees?
That seemed more in line with the animation than the piston flex in the S bend construction.
I'd try that if possible, should be a quick test for ScrapMan on the next mechanical example test.
the sideways piston on the first pole makes the pole colide with the blocks under the pole.
Look up "mathematics | trajectory of the slider" and it comes up with a very satisfying machine
I think your contraption could be tweaked abit by putting those braces one block above the plate they sit on, to allow the hinges to bent past 90°.
The first thin I thought when I saw it built in scrap mechanic was
“Let me do it for you”
This series really puts the "Mechanic" in the game's title!
You should see if you could do a hoberman linkage, it also has some constant to interval like speed mechanics to it
heres a link to a video i found kind of showing how it works ua-cam.com/video/63lhueMQBUk/v-deo.html
Man the editor really needs a raise!
Hey scrapman the reason why your piston could not spin correctly is because you need to add a free bearing behind the piston attached to the plateform and make it enable to spin when it pushes that way you can have it ben 2 or 3 block
I think the square plates on the cylinder parts (Whatever the piece is called) are getting caught on every rotation after the first.
If I am right it should be fixed by flipping them. If you check the top left corner at 10:20, you might see what I am talking about.
Kinda hope main assembly will be back on the channel one day.
Props to the editor
Nice work! And yes, it looked good. You should check out the Brick experiment channel. They make useless machines with lego. Maybe you could recreate some of those.
Did anybody else notice both pieces attached to the S shaped piece aren't spinning in relation to it, they're oscillating? Like 180° clockwise, then 180° counterclockwise. If you put some paint on the outside, you can see it.
You should try the mechanical parts mod, it normally very easy and incredibly smooth, plus it has more than just gears!
i think you could achieve that easier by extending the vertical rod to push the S part in the right position instead of missaligning the part, not sure if it would work tho
yes it does, literally first try hahah, im able to run it on elecric engine speed 5
Watching this video was a mixed experience. I knew the solution the moment i saw the problem and I had to wait 10:44 for you to figure it out. good video anyway, keep on going!
I think that if you lengthened the back support by one block, in height and in length, using a piston you'd get a better result.
15:38 yes almost perfectly aligned with the original.
Sitting here watching you trouble-shoot, staring at the problem (the joints attached to the rods need to have more than the 180deg of possible movement they have), hoping you'll see it before the video ends...
He made it work regardless of that problem lol
I feel like ScrapMan's version only works because it flexes, if you look at the example the rotation points form a perfect rectangle, where-as his design forms a trapezoid?
i feel like you could make it simpler by adding pistons on the horizontal axle, if you put multiple pistons you can have them fighting against each other and in the end gets you a block in between other blocks, which would eliminate most of the flex, possibly avoid using pistons on the s bend and stuff
hey scrapman if you put a piston on the rod that spins freely and make it push towards the powered rod will that work?
what if you try to extend the s shape with a suspension at the end of the piston for flex?
I think this is where Stormworks might work a little better due to better physics.
Also: Day 1 of asking Scrapman to play Stormworks.