Before the video goes live I just wanted to say that now I see I could have replaced the macro with the KAL-1000 controller. It would have made things easier for sure, but manually starting the engine would have probably still been required since it was such an unpredictable process. While the macro seemed to work just fine, I do wish I saw the controller while I was building. Also, turning on collision would have been convenient, but I'm not sure if you can do that on a part by part basis (please let me know) or if it has to be done for an entire vehicle. I needed the crankshaft to clip through itself, so having two separate vehicles worked well here. I'm new to breaking ground, so it's been a learning process.
You can make parts of the same vessel have collision by clicking the 'Same Vessel Interaction' option when you right click a part. This option is only avaliable if you have 'Advanced Tweakables' turned on in game settings.
If you enable the "Advanced Tweakables" option, you can toggle self-collision on parts of the craft (if I remember right). You can also enable rigid connections and configure an "autostrut" stability system.
*Poly bridge:* You make bridges! *Reid:* How about a car :) *Besiege:* You make instruments of death and destruction *Reid:* I like cars :) *KSP:* ... I- *Reid:* Car :) *Car builder:* You can make cars! *Reid:* Imma make a plane now.
Scrap mechanic: You can make vehicles! Reid: Imma make a maze solving robot. Scrap mechanic: DUDE!!! Reid: Maybe I'll make a marble machine afterward...
@@colesteeby6024 Things that were rough to watch: - Not enabling Same Vessel Collision - Using Modular Girder Segments for the piston and “cylinder” (very high friction, and cylindrical parts do exist) - Never using part symmetry - Never using launch clamps to hold the test bed down - Using the Dart for literally anything - Not holding “alt” for attachment node snap, which introduced a bunch of small misalignments into his crankshaft - Not hinging the piston head. It would have allowed the piston to travel straight up and down, both increasing the efficiency and removing the need to make the collar extra wide. - Not an issue with gameplay, but Reid says it would be “weird” to have the engine “moving laterally”. This is what’s referred to as “transverse mounting” and is actually extremely common in 4-cylinder cars. Driving the car directly off the motor would have avoided the friction losses from the bevel gear Reid, if you’re reading this, I think you’d benefit a lot from doing some research into KSP’s build system (Reddit, UA-cam, and the Wiki are all great resources). There are a few simple shortcuts, features, and techniques that would speed up your engineering process considerably and produce better results
Some helpful tips for the next time you build something in Ksp: Holding alt will allow you to force parts to connect via the nodes (the green spheres). So you won't have to manually center parts. And in the settings there should be a setting for advanced vehicle options which will allow you to right click parts on the craft to enable collision with the ship. So you don't have to decouple and make 2 separate ships And you already found the Kal-1000 :)) Love the videos as always!
Ooh I've been playing ksp for a while but didn't know that alt key trick! For clarification: I just got the parts close enough so they would snap before now
Can you enable collision on a part by part basis? I was clipping my crankshaft through the pistons intentionally and that would be an issue if collisions were enabled.
if you turn on advanced tweakables in the settings menu you can turn on same vessel interaction so you dont have to use decouplers on everything that moves
Hey Reid, nice video- you can enable same vehicle part interaction (collisions) for each part individually by enabling advanced tweakables in settings and then right clicking on parts in the VAB/SPH.
Pretty cool idea and how you build it :D i build an engine too but i used a crank shaft with protective heat plates and used engines too push on them with their exhaust. Used some simple gears too transmitt the power too the custom wheels and it was able too reach around 12ms, the cool thing is that i could attach a prop and some wings and it was a pretty good prop plane being able too fly easily. Nice build keep it up :D
When holding Alt and connecting a part it would connect only to joints and not surfaces. Also you can switch symmetry mode without switching from VAB to hangar, but i dont remeber how to do it.
There is something in the settings called advanced tweakables. Enable and you get some more setting when you rightclick parts. You now should be able to enable same vessel interaction. The parts that have it enabled can now collide with each other
"Hey guys, today I'm back in and I wanna try making an engine that can power a car. Now honestly I don't have more to say soo let's just get into it." - Reid Captain
there's a button in the settings menu called "advanced tweakables" if you turn that on, you can choose to let the ship collide with itself on a piece-by-piece basis
I think you built a "Crossplane" I4. If all of the crankshafts where 180 instead of 90° out of phase, it might be more stable, as the two pistons would always be moving up while two are moving down.
The Kraken: *You risk much to taunt me so openly... Very well. I will let it pass this time. But you have made a deal, and I WILL see to it that you fulfil your end...*
Val’s log day 17533683: It’s been 395 years since Mission Control informed me of Jeb’s rescue, 374 years since they’ve cut contact. I’ve been patiently waiting on the beach for rescue, as someone must be coming. All I see is purple, a while ago I took off my helmet and nearly suffocated. I just hope that help comes soon.
If you use the Kerbal OS mod, you can get the engines to fire based on a sensor. You could put a sensor on each piston and use height above terrain to determine when to fire, or a couple of sensors on the wheel to do the same.
In cases like using unpowered rotors, you can adjust the motor size to be lower and it will dramatically reduce the mass of the part. I don't know if the mass change is measurable in the ui, but it makes a huge difference for like... articulating/telescoping robotic arms on Eve where the gravity is higher and I might not be able to even heft the arm around on a hinge if I'd not reduced the motor sizes on the extremities.
Use Advanced Tweakables and turn self-vehicle collision or something like that, there will be an option for collision, just turn it on, and boom. u got collision
also parts in kerbal space program don't collide with each other if there the same vessel, to fix this turn on advanced tweakables in settings and then you can enable collisions for each part. also you can turn on auto strut with the same advanced tweakables thing so then the parts bending wouldnt be as much of an isue, just dont select any parts that are meant to move cause it locks them to another part so they wont be able to spin
At min 10 you're trying to increase the Force for the rotation. You're forgetting an important part of a motor: The piston is on a bearing. With that your downforce would also be translated into horizontal force. Except this, it's an awesome video and nice work.
Cool video, but it bugs me that you missed the advanced tweakables function, which lets you toggle collision, reinforce joints and just has a ton of features for advanced craft
Before the video goes live I just wanted to say that now I see I could have replaced the macro with the KAL-1000 controller. It would have made things easier for sure, but manually starting the engine would have probably still been required since it was such an unpredictable process. While the macro seemed to work just fine, I do wish I saw the controller while I was building.
Also, turning on collision would have been convenient, but I'm not sure if you can do that on a part by part basis (please let me know) or if it has to be done for an entire vehicle. I needed the crankshaft to clip through itself, so having two separate vehicles worked well here. I'm new to breaking ground, so it's been a learning process.
I'm glad you uploaded ksp vid, I've been waiting for this
Hi
You can make parts of the same vessel have collision by clicking the 'Same Vessel Interaction' option when you right click a part. This option is only avaliable if you have 'Advanced Tweakables' turned on in game settings.
There is a setting for same part collision so things do just clip through
I already thought why you didnt use the kal-1000
If you enable the "Advanced Tweakables" option, you can toggle self-collision on parts of the craft (if I remember right). You can also enable rigid connections and configure an "autostrut" stability system.
You did remember right
Up
And you can also add same viechle collision
I was yelling this at my screen
Yeah lol I was waiting for a section of the video where he realises... But it just never came
*Poly bridge:* You make bridges!
*Reid:* How about a car :)
*Besiege:* You make instruments of death and destruction
*Reid:* I like cars :)
*KSP:* ... I-
*Reid:* Car :)
*Car builder:* You can make cars!
*Reid:* Imma make a plane now.
Scrap mechanic: You can make vehicles!
Reid: Imma make a maze solving robot.
Scrap mechanic: DUDE!!!
Reid: Maybe I'll make a marble machine afterward...
@@filval387 well i mean scrap mechanic is made for whatever you do, a car, a plane, a calculator, AI cars, maze solving robots etc.
Worst part is KSP has an entire mode where you make cars
@@joltganda ? which mode
@@CheekiBreeki-mq2my idfk I don’t play the game but I know it exists
Watching Reid play Besiege: "Wow! It's so crazy the things he's able to build!"
Watching Reid play KSP: *screaming internally*
That in-line 4 was rough to watch
@@colesteeby6024 Things that were rough to watch:
- Not enabling Same Vessel Collision
- Using Modular Girder Segments for the piston and “cylinder” (very high friction, and cylindrical parts do exist)
- Never using part symmetry
- Never using launch clamps to hold the test bed down
- Using the Dart for literally anything
- Not holding “alt” for attachment node snap, which introduced a bunch of small misalignments into his crankshaft
- Not hinging the piston head. It would have allowed the piston to travel straight up and down, both increasing the efficiency and removing the need to make the collar extra wide.
- Not an issue with gameplay, but Reid says it would be “weird” to have the engine “moving laterally”. This is what’s referred to as “transverse mounting” and is actually extremely common in 4-cylinder cars. Driving the car directly off the motor would have avoided the friction losses from the bevel gear
Reid, if you’re reading this, I think you’d benefit a lot from doing some research into KSP’s build system (Reddit, UA-cam, and the Wiki are all great resources). There are a few simple shortcuts, features, and techniques that would speed up your engineering process considerably and produce better results
True xD
Some helpful tips for the next time you build something in Ksp:
Holding alt will allow you to force parts to connect via the nodes (the green spheres). So you won't have to manually center parts.
And in the settings there should be a setting for advanced vehicle options which will allow you to right click parts on the craft to enable collision with the ship. So you don't have to decouple and make 2 separate ships
And you already found the Kal-1000 :))
Love the videos as always!
Ooh I've been playing ksp for a while but didn't know that alt key trick! For clarification: I just got the parts close enough so they would snap before now
i have 400 hours in ksp. i did not know this. thank you.
And c toggles snap, and x switches through symmetry amounts
I just realized; at least to me, Reid is like the NileRed of engineering games
Not just to you!
Nilereid
i can't unsee this and i'm not disappointed.
n o
I've been thinking he sounds a lot like him and talks in a similar manner
I'm starting to feel like engineering is a constant cycle of "I tried . It didn't quite do what I wanted, so I fixed that problem by " until it works.
Yes
That's the entirety of human endeavour in a nutshell.
If you use the kal-1000 controller you should be able to set up a timer that the engines run on
Go to the settings in the menu and activate "Advace tweakables" then right clic a and enable "same vessel interaction"
Yep, that would have saved him some trouble
Can you enable collision on a part by part basis? I was clipping my crankshaft through the pistons intentionally and that would be an issue if collisions were enabled.
@@ReidCaptain yes it's part by part
Ok, that's perfect then lol
@@ReidCaptain if you enable 2 pieces only those 2 will colide with each other
waiting for the next engine video "making an engine in real life" next aha, love your content
if you turn on advanced tweakables in the settings menu you can turn on same vessel interaction so you dont have to use decouplers on everything that moves
Hey Reid, nice video- you can enable same vehicle part interaction (collisions) for each part individually by enabling advanced tweakables in settings and then right clicking on parts in the VAB/SPH.
You could turn on 'same vessel interaction' to let the things coliid into each other
"This was part of the testing for another video"
*THEN HOW GOOD*
*IS THE OTHER VIDEO GONNA BE!?*
Ksp: noooooo you are suposed to make rockets!!
Reid: haha car go brrrrrrrr
Pretty cool idea and how you build it :D i build an engine too but i used a crank shaft with protective heat plates and used engines too push on them with their exhaust. Used some simple gears too transmitt the power too the custom wheels and it was able too reach around 12ms, the cool thing is that i could attach a prop and some wings and it was a pretty good prop plane being able too fly easily. Nice build keep it up :D
press alt+f12 to bring up cheats for like inf fuel and no breaking, things that would help while testing it
You can also press alt+f4 to bring up extra cheats
@@Akotski-ys9rr lol.
When holding Alt and connecting a part it would connect only to joints and not surfaces. Also you can switch symmetry mode without switching from VAB to hangar, but i dont remeber how to do it.
Middle mouse click on the symmetry button, not sure if there's a key for it
I think it's either X, Z, or R. I don't have KSP installed rn but I remember those are keys used for symmetry stuff.
@@gelatinoussire7772 i think it's R
Always turn on same vessel interaction
To enable part collision enable same vessel interaction
There is something in the settings called advanced tweakables. Enable and you get some more setting when you rightclick parts. You now should be able to enable same vessel interaction. The parts that have it enabled can now collide with each other
Now that you've made a car, make a bridge for the car to drive on
i think it would be cool to make a "steam" train in ksp because i think that it would be cool to see how you create the wheels and crank shaft
Wait till this guy finds out that motorised wheels exist in the game
Thank you for existing and making my days better
"Hey guys, today I'm back in and I wanna try making an engine that can power a car. Now honestly I don't have more to say soo let's just get into it." - Reid Captain
Making car in space agency. Nothing wierd.
For the next video you should solve world hunger, because i think that might be simpler than this. Amazing work
Lol
you are the one who got le into engines and the like (:
there's a button in the settings menu called "advanced tweakables" if you turn that on, you can choose to let the ship collide with itself on a piece-by-piece basis
advanced tweekablels to allow some parts to collide with the same vessel its attached to.
In ksp, problems with saggy bits can always be solved with more space duct tape! Struts, struts, struts!
You may take awhile to upload but when ever your do you make my day
Cylindrical fuselage with long structural bit inside, after decoupling, is your friend here
I get really excited when u upload like fr
Giga chad sigma male Reid Captain back at it again.
Should you ever get stranded on an island, you'd probably drive the island home.
I think you built a "Crossplane" I4. If all of the crankshafts where 180 instead of 90° out of phase, it might be more stable, as the two pistons would always be moving up while two are moving down.
The Kraken: *You risk much to taunt me so openly... Very well. I will let it pass this time. But you have made a deal, and I WILL see to it that you fulfil your end...*
The commenters have told you about Same Vessel Interaction right? Exactly what you're looking for!
Val’s log day 17533683: It’s been 395 years since Mission Control informed me of Jeb’s rescue, 374 years since they’ve cut contact. I’ve been patiently waiting on the beach for rescue, as someone must be coming. All I see is purple, a while ago I took off my helmet and nearly suffocated. I just hope that help comes soon.
We're coming
here's an idea: like during the testing, why not have a rotor serve as the starter motor? That would help it not need manual starting.
maybe having the thrusters of the pistons push upward would reduce the load on the structure.
If you use the Kerbal OS mod, you can get the engines to fire based on a sensor. You could put a sensor on each piston and use height above terrain to determine when to fire, or a couple of sensors on the wheel to do the same.
You should take this thing to one of the planets in kerbal space program
Same vessel interaction works wonders.
That quick Note 7 tho 😂
Loved it ❤️
In cases like using unpowered rotors, you can adjust the motor size to be lower and it will dramatically reduce the mass of the part. I don't know if the mass change is measurable in the ui, but it makes a huge difference for like... articulating/telescoping robotic arms on Eve where the gravity is higher and I might not be able to even heft the arm around on a hinge if I'd not reduced the motor sizes on the extremities.
whats name for rotor mod
The way it drove around was hilarious
What program did you use for the macro? Btw, awesome video, keep up the good work!
alright, time to do my home... work...
ooo "making an engine in kerbal space program"
best thing ive ever seen. really!
12:00 pm here been waiting for new video.
this man would love launch clamps.
should've put downward facing rockets on the pistons as well
2:37 I wish we could hear Jeb right now.
Use Advanced Tweakables and turn self-vehicle collision or something like that, there will be an option for collision, just turn it on, and boom. u got collision
Very nice!
Wow ! That's so cool!
You have a natural talent for engineering! 👍
K R A N K S H A F T
also parts in kerbal space program don't collide with each other if there the same vessel, to fix this turn on advanced tweakables in settings and then you can enable collisions for each part. also you can turn on auto strut with the same advanced tweakables thing so then the parts bending wouldnt be as much of an isue, just dont select any parts that are meant to move cause it locks them to another part so they wont be able to spin
Making an engine in a game with motors and rocket propellors
now try to transport this to another planet and drive it there.
My man just re-invented the car in KSP 💀
Red Captain = Quality videos
This guy can build engine In every fucking game
At min 10 you're trying to increase the Force for the rotation. You're forgetting an important part of a motor: The piston is on a bearing. With that your downforce would also be translated into horizontal force. Except this, it's an awesome video and nice work.
Crossplane cranckshaft inline 4 is the way
This is horrifying... I love it
The may be kraken taking a liking to your channel.
if you right click on something you can toggle same vessel collisions might only be available with advance tweakable though
Whens the 3rd making a comp in Sm series ep? - just askin ^^
just as i get addicted to ksp this man uploads ksp out of the blue hmm
This video is a mechanical engineering student’s wet dream
Thank you for uploading again! I love your channel man, I know it’s corny but for me, your videos are the best on UA-cam for real.
a car engine? Shouldn't be rocket science!
Damn it he's done it again
14:05 hey this kind of automation seems like something kOS mod could help with. It allows you to write scripts to automate pretty much anything.
All right now it needs a transmission
i would have done the 1 down 2 up 1 down configuration but cool engine
Same Vessel Interaction
Kraken sim 2011 is my favorite game
great, now make hobson's joint in poly bridge 2
Reid Captain, do you wish that there was an atmosphere propeller-like engine that ran using only electricity, even if it was rather weak?
the engine guy made another engine
next he'll make an engine in exel
the mad man did it
How do you know all those linkages? Do you remember them all or do you use some resource?
Saw the title and channel name and went : Of fking course
Lmao
Same vessel interaction, please
Dude made a thingamajig
My brother asks if an helicopter is possible in this game. I think yes, but it could be a video
Quality Music
use more struts to stop things bending
Cool video, but it bugs me that you missed the advanced tweakables function, which lets you toggle collision, reinforce joints and just has a ton of features for advanced craft
now make a car-powered car
But it is possible to control this all in game, use the KAL 1000. It basically lets you do sequenced actions in game
Make an engine powered by kerbal corpses
When do we tell him that theres is something called same vessel interaction?
Now turn it into a plane