Do Normal Weapons Work Normally In Space?

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  • Опубліковано 6 лис 2023
  • Welcome to another episode of Trailmakers! Today I want to put all of the projectile weapons to the test in space to see if they function the way you would expect them to function in a space environment with no gravity or atmosphere. Will there be bullet drop? Will they travel straight forever? Will they maintain conservation of momentum at high speeds? Let's find out!
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  • Ігри

КОМЕНТАРІ • 563

  • @35manning
    @35manning 7 місяців тому +310

    Gun powder does not need oxygen to work.
    Like most propellants and explosives, black power contains all the components it needs.
    Specifically, potassium nitrate KNO³ is 3 parts oxygen (O³) and when burning or decomposing it releases that oxygen and happens to be a key component in black powder.
    So, as long as you have a means to ignite the black powder (easy to do even without an oxygen burning flame) and it's not too wet it will work.

    • @luismlc89
      @luismlc89 7 місяців тому +29

      That's why torpedos explode under water

    • @35manning
      @35manning 7 місяців тому

      @@luismlc89 umm, black powder isn't used in torpedoes...
      I don't believe black powder is used for ANY current in service military weapon.
      Heck, even terrorists and common criminals have access to better things than black powder.
      Black powder is primarily used only for historic weapons and fireworks.

    • @ktaylor9095
      @ktaylor9095 7 місяців тому +24

      While it's true that black powder has everything it needs to combust, I remember Cody (Cody's Lab) trying to ignite it in a vacuum chamber and running into a bit of a problem.
      Loose black powder doesn't ignite well in a vacuum (or transfer the ignition from grain to grain). One possible reason for this is that there's no atmosphere to hold the powder together or transfer heat or shock from grain to grain.
      Not to say that a black powder cannon couldn't work in space at all... it just might need to be packaged differently for use in a space cannon.

    • @chris993361
      @chris993361 7 місяців тому +16

      @@ktaylor9095 Simply being constrained by the cannon ball should be enough for it to work fine. While modern firearms use smokeless powder, firearms do indeed work in space.

    • @PepperKatt
      @PepperKatt 7 місяців тому +4

      @scallywagwum2145 wdym no?? 💀💀

  • @filippachta1201
    @filippachta1201 7 місяців тому +611

    I really like the editor that scrapman hired he adds nice facts to the entertainment

    • @Decay19XX
      @Decay19XX 7 місяців тому +69

      Absolutely! Loving the insight they're adding to the videos without losing that OG Scrapman feel.

    • @N0V-A42
      @N0V-A42 7 місяців тому +52

      Agreed. The editor is great here. The "I think this is what he means" segment with the large cannon projectile was entertaining.

    • @basketcasejacegaming8673
      @basketcasejacegaming8673 7 місяців тому +23

      Yeah. I agree. I love that they’re adding all this extra information. I never knew I would learn a bit more about game design while being entertained by a weapons review by Scrapman.

    • @2vectors708
      @2vectors708 7 місяців тому +16

      Editors don't get enough credit sometimes

    • @shay5025
      @shay5025 7 місяців тому +11

      When he first came on board, he added some hilarious Easter eggs. Great work

  • @ChevyTech68
    @ChevyTech68 7 місяців тому +149

    Can we take a minute to appreciate the editor here! Absolutely awesome work.

  • @anthonykodaski6161
    @anthonykodaski6161 7 місяців тому +192

    First off a black powder cannon would work in space because it carries its own oxidizer. Black powder and modern gunpowder is composed of three core elements
    Fuel
    Stabilizer
    An oxidizer
    If you can fire a gun underwater you can fire it in space.

    • @dshadows2966
      @dshadows2966 7 місяців тому +11

      "The more you know~!"
      Yeah, but at the most you'd only be getting the one shot per cannon because of how hard it would be to reload said cannon once fired.

    • @InternetCommenter
      @InternetCommenter 7 місяців тому +7

      @@dshadows2966 would be significantly easier too reload then on Earth. Think bro.

    • @orange8175
      @orange8175 7 місяців тому +1

      he is thinking in reverse 💀@@InternetCommenter

    • @jorge8596
      @jorge8596 7 місяців тому +6

      Yeah, even with an atmosphere they wouldn't work witout an oxidizer because there simply is no way to get enough air in contact with the gunpowder

    • @orange8175
      @orange8175 7 місяців тому

      what do you think gunpowder is made of@@jorge8596

  • @rccookie6202
    @rccookie6202 7 місяців тому +36

    The projectiles likely just have a speed limit at 3600km/h = 1000m/s which is what games usually use internally. Bullets are often simulated differently by the physics engine because they need better collision accuracy, thus the limit I guess.
    For the spawning behind you, I would guess that the game spawns the bullets one frame later than you fire, spawning them where you were located last frame. At higher speeds this offset gets bigger, but as long as they still fly past you it’s not that visible.

    • @nikolaskuklis5925
      @nikolaskuklis5925 7 місяців тому +1

      I heard in FPS games physical projectiles need to have a ray traced between where they are and where they were to check if they maybe hit something in between instead of colliding hitbox es because the computing speed doesn't happen fast enough to check which would mean it phasing through objects/players
      Unlike vehicles probably don't have this check which is why they can go through meteor or planet without dmg at high enough speed if timing is good

    • @rccookie6202
      @rccookie6202 7 місяців тому +1

      @@nikolaskuklis5925 Yes, that is absolutely correct. Let’s say you have a bullet which travels at 500m/s, and your physics engine runs at 100fps, then the bullet travels 5m each frame. It’s easy to imagine that it is possible that the bullet is in front of a wall in the first frame and behind it in the second. Thus, the raycast is necessary to test for obstacles in that path.
      As you said as well vehicles usually don’t use this, simply because the have more complex shapes

  • @augustpelkonen3247
    @augustpelkonen3247 7 місяців тому +61

    I think the gunpowder cannon is automatically shooting "up" (from the cannon's perspective). That would explain why they started to shoot wider at higher speeds, and why they had so large spread relative to the other weapons when you were shooting at the large ship

    • @60NineK
      @60NineK 7 місяців тому +3

      the faster the travel speed the faster the projectiles will spread out, from the users perspective the angle is wider but from a motionless point its a very narrow cone, you and the projectile are just moving faster forward and thus, apart

    • @patrickhector
      @patrickhector 7 місяців тому +8

      ​@@60NineKTheoretically from the shooter's perspective the spread should be the same regardless of the velocity they are currently travelling at, however there seems to be a limit on how much velocity the projectiles can inherit from the shooter so the projectiles slow down relative to the shooter-
      however, this is only in the same direction that the shooter is travelling. The projectiles have not inherited any velocity sideways from the shooter, so they spread out at the same rate as they normally would- it's just that they stay closer to the shooter while they do so since they aren't moving as fast forward as they should.

    • @60NineK
      @60NineK 7 місяців тому

      @@patrickhector It’s definitely non scientific in ways lol ;)

  • @Decay19XX
    @Decay19XX 7 місяців тому +29

    Scrapmans bug testing skills are OP. Also, give your editor a raise. They're doing a great job at adding insight.

    • @ethanelliott9250
      @ethanelliott9250 7 місяців тому +2

      If you think his bug testing skills are op, then you should check out Josh from Let’s Game It Out

    • @Decay19XX
      @Decay19XX 7 місяців тому +4

      @@ethanelliott9250 Oh Josh is on another level, I've watched him for years.

  • @feldamar2
    @feldamar2 7 місяців тому +53

    Your Editor is putting in Time and a half! Thank you so much! Absolutely awesome work there. You help make these videos what they are.

  • @Wanderer4Hire
    @Wanderer4Hire 7 місяців тому +5

    Scrapman's editor is on another level with these facts and additions inside the video, it makes the video look like a deep dive into the games mechanics with all the visualizations and info instead of Scrapman being amazed at the games wierdness and doing as many experiments he think of.

  • @eliklappenbach2426
    @eliklappenbach2426 7 місяців тому +7

    I’m sure the editor is getting paid enough but he still needs a raise. He is going above and beyond in these videos and I love it!

  • @short0811
    @short0811 7 місяців тому +25

    Alright... I think it's time to really give credit to your editor. They are giving an amazing amount of value to your videos recently. As always, these are great videos, but the editors really need to get a shout-out! Job extremely well done!

  • @Hadeks_Marow
    @Hadeks_Marow 7 місяців тому +36

    Question: Have we tried breaking the sound barrier using ONLY weapon recoil? Are we sure we done that with EVERY weapon? Cause at bare minimum, the tank cannon deserves a re-visit for sound barrier testing.

  • @jarholldelacruz3495
    @jarholldelacruz3495 7 місяців тому +4

    Love how the editor that scrapman hire adds nice facts and describe stuff is just some much more fun keep at it man 👍👍👍

  • @hectormidgley5641
    @hectormidgley5641 7 місяців тому +26

    I figure the projectiles literally run out of memory bits when they try to calculate their speed, relative to your own creation's speed.
    Essentially my theory is they get a total speed value error, a number too big for the amount memory allowed to calculate it, that it then tries to work around.
    Edit: Just seen the editor's captions thoughts @20:42, that's a cool, interesting working theory. I personally appreciate when you add the additional written facts, theories, etc.

    • @markinipannini
      @markinipannini 7 місяців тому +5

      An overflow issue is the first thing my mind went to as well, but I cant think of any power of 2 that would make the limit be 3500 km/h, even if it is being calculated in another unit like mi/h or m/s
      Someone should really go through the code and figure out what is going on here

    • @magica3526
      @magica3526 7 місяців тому +6

      @@markinipannini 3600 km/h is 1km/s. that's almost certainly the projectile speed limit. Most projectiles get an extra speed boost from firing, except bombs, which is why they didn't experience the weirdness with relative speed. Scrapman's testing was not particulrarly precise

    • @magica3526
      @magica3526 7 місяців тому +3

      to add: at 25:55 is when he goes from being slower than the bullets to faster, as he passes through 3600km/h

    • @theodoric4270
      @theodoric4270 7 місяців тому +3

      Rather than overflow, this seems to be a robust, coded-in, maximum value. The devs foresaw a situation in which an object in their game reached unimaginable speeds, so instead of letting the program do whatever it wanted with the rampant values, they put in some code that prevented calculations from returning a value exceeding some arbitrary limit. Very good coding that no doubt prevented a lot of bugs.

    • @markinipannini
      @markinipannini 7 місяців тому +1

      ​@@magica3526 well he passes them because he is accelariting, and a bit later he gets shot in the back by his own bullets despite going almost 4000 km/h

  • @leosspace1630
    @leosspace1630 7 місяців тому +2

    The trajectory going up is due to the guns "pointing" slightly up. Thats called "zeroing" and is used to mach the landing of the shot with the redicles. It's used in gravity and the graphics of the game don't include it. All the "normal" guns and weapons fire slightly up just so that you can see where they will land in gravity situations. The problem starts in space where the "zeroing" messes up the aiming instead of helping you.

  • @nateborck4577
    @nateborck4577 7 місяців тому +7

    To the editor of this video. Nice work. Your contributions keep us informed and engaged with the content creator. You are a stellar example of a good worker.

  • @andrewwupori6163
    @andrewwupori6163 7 місяців тому +2

    Your editor deserves a raise! He's absolutely nailing it. Props to him!

  • @riccardopetrina4212
    @riccardopetrina4212 7 місяців тому +1

    When the editor made a blender model just to showcase the effect I knew this editor was different. Then with the explanation of velocity motion blur I was just: "this is the best editor I've seen because he tries to close the gap between a prerecorded video and the audience". It would be cool to have a high speed battle where you all have to fly in a direction (like north) and you move "horizontally and vertically" to get closer and shoot. But if you're too fast the bullets might not hit, if you're too slow they won't catch up to the target. Maybe a bit too complex but that's my idea.

  • @Nightmare80500
    @Nightmare80500 7 місяців тому +8

    Maybe for a video idea you can do space minesweepers, basically the bomb bays but you are laying bombs everywhere for others to run into, rules is that you have to constantly be moving and you may want to restrict the total area you all will fight in because the battles would be too long

    • @ThatGamerPilot
      @ThatGamerPilot 7 місяців тому

      I thought about that when i was messing with the bomb bays, but its hard to drop them without blowing yourself up

  • @tumadre1577
    @tumadre1577 7 місяців тому +3

    i’d guess that the weird effect where projectiles appear behind you is because of a delay between you pressing the button and the projectiles shooting. Once the delay is over you’re already ahead of where you pressed the button which makes it look like it’s behind you.

  • @headdergott954
    @headdergott954 7 місяців тому +3

    Your editor needs a raise
    Not that you're not paying him enough
    He's just so awesome

  • @blueflame_sm
    @blueflame_sm 7 місяців тому +1

    Some hypotheses:
    1) The maximum speed of any projectile is 3500KPH
    2) Due to (1), the observed divergence you observe at 3500KPH is similar to why cars seem to slide sideways when changing lanes on a highway.
    3) Gunpowder canons seem to diverge faster because of perspective (any other explanation would have them diverge less).

  • @joeldday
    @joeldday 7 місяців тому +3

    Props to the editor, last few vids with the data have been excellent :)

  • @thatguy168
    @thatguy168 7 місяців тому +2

    Whoever your new editor is, they're killin it man

  • @Tree_Bricks
    @Tree_Bricks 7 місяців тому +3

    scrapman is underrated his videos are so interesting and fun. I don't really play trailmakers and i still watch them:) keep up the amazing work scrapman👍

  • @SteinGauslaaStrindhaug
    @SteinGauslaaStrindhaug 7 місяців тому +1

    You have one of the best (and nerdiest, which is good) editors! Love it

  • @judet2992
    @judet2992 7 місяців тому +1

    I have been in dogfights in space where me and my opponent both have rockets and shields, I find that even at point blank I only get minor smoke trails through the shields but they still shred when they’re down.

  • @yuiro1419
    @yuiro1419 7 місяців тому +1

    Video idea: have a space battle where everybody's in parallel at these super high speeds obviously below 3000 to prevent the issues with projectiles, but it would be pretty cool. Everybody uses gyros to rotate at each other, and then shoot

  • @wierd_person2438
    @wierd_person2438 7 місяців тому

    I absolutely Love the work the editor is doing. They are amazing at their job. I think this is honestly one of my favourite editors I've seen on youtube

  • @magarinemarmeladen647
    @magarinemarmeladen647 7 місяців тому +1

    A reason for the weird behavior of weapons at high speed could be floating point precision. If you work with numbers on a computer, which may be fractions, you will have a floating point number. This only stores a certain number of digits of the number. So you can have numbers that are really small and really big, but you always only get 15 digits of precision.
    If you now add to such a big number a comparatively small number, it can happen that your addition would affect digits that are outside the saved space of the number. Then they may simply be cut away.
    For example, you can store 3 digits: Your number is 3000, you store 300, and you know that you have to multiply this by 10 to get the right result. If you add 15 to the number, you would expect to get 3015 as a result. But the computer can only store 3 digits, so your result is 301, and the knowledge to multiply it by 10 to get the real number. You lost the addition of 5.
    This effect could be happening to the speed of the bullets. Basically, their speed is so great that the addition of the firing can't really take effect.

  • @SargentSetter
    @SargentSetter 7 місяців тому +1

    I think removing the time limit on the bullets is a great idea for experimenting. However, if you are doing a space battle and too many bullets miss it may lag; it might be better having the ability to disable the timer in the ‘configuration’ menu would be best

  • @waiyoongmook8427
    @waiyoongmook8427 7 місяців тому

    About the cannon-shield interaction, it's important to note,yes it does block the cannon proj, but it's splash damage goes through shield. Just something I found while testing shields.

  • @Blazewolf000
    @Blazewolf000 7 місяців тому

    gotta love the super fine print footnote on the editor's note at 21:25 being barely legible saying that this should be taken with a grain of salt.

  • @mangomanatee3584
    @mangomanatee3584 7 місяців тому +1

    You should do a 2v2 dogfight but you share planes. Maybe one flys and one fires or maybe you have rear guns? I think that would be cool. Love your vids man.

  • @DylanDiener-wv4nu
    @DylanDiener-wv4nu 7 місяців тому +1

    It would honestly be really cool to just see a cloud of projectiles as a defense mechanism! I think it would be possible when paring that with a hyperdrive!

  • @HalfWolf2
    @HalfWolf2 7 місяців тому

    First of all, thanks so much scrap for trying my idea, I think it turned out really cool, and also I love the ship you made for it, it's super unique, I actually had another idea after that video that applies even more here too, remember your project to shoot immobile projectiles by driving fast in the opposite direction? I was thinking this could be tested here to maybe get "mines" out of cannons and such, would be especially cool with the cannon updates since they're stronger and the gunpowder and tank cannons have such a hard to see projectile, you could maybe find a way to lay mines or even make a ship that lays a grid of them behind it to catch pursuers unaware and destroy them, basically the same idea as rear gunners on a plane but the mines would stay stationary for 20 seconds until despawn

  • @quakxy_dukx
    @quakxy_dukx 7 місяців тому +2

    Loving the editor’s notes

  • @toldijani8004
    @toldijani8004 7 місяців тому +1

    I really like the editor now i know more about rendering and pre-rendered film animation and he puts these facts and it makes it feel like a document film

  • @fares_games
    @fares_games 7 місяців тому +1

    i think what's happening is the projectile is INFRONT of what you see, like it spawns AT the cannon, but appears behind, and it going and stopping next to you is it trying to catching up

  • @SneakyTogedemaru
    @SneakyTogedemaru 7 місяців тому +1

    Well done, Luke, Death Star is no more...
    Also, Editor being a legend once again!

  • @timizorzom9506
    @timizorzom9506 7 місяців тому +1

    The projectiles go upwards/outwards because normally on the ground they arc, and need a little extra height to get there. The outwards projectiles are because you faced them sideways on your creation and outwards is their version of upwards.

  • @Geninacra
    @Geninacra 7 місяців тому +1

    Your edditor certanly does a great job. With the bits of info in the previous test and interacting with you in the video.

  • @spacecows435
    @spacecows435 7 місяців тому +1

    It would be interesting to see if you could use bomb bays while stationary to almost lay landmines if you somehow managed to increase projectile lifespan

  • @bluecrystal_7843
    @bluecrystal_7843 7 місяців тому +1

    you can do a battle where everyone starts attached to an exceleration ship that goes up to 3500, and see how things go with the weird projectile physics at that speed.

  • @toast5748
    @toast5748 7 місяців тому +1

    your editor has been amazing for the past few videos

  • @goldragon2543
    @goldragon2543 7 місяців тому +1

    You could do a multiplayer battle between vessels that have to fight on the first round on the sea and then in the second round in space, without modifications between rounds.

  • @linod3
    @linod3 7 місяців тому +1

    I just had a brilliant idea for a challenge, Cannon Dodge ball, you shoot One Cannon ball and everyone has a magnet and a repulsor, you have to catch the ball with the magnet and use the repulsion to shoot it at someone else in space

  • @Martysama11
    @Martysama11 7 місяців тому +1

    Props to the editor. Love the info grphics.

  • @magica3526
    @magica3526 7 місяців тому

    12:45 i had a lot of luck doing this with a railgun design. the camera block aiming makes it super precise in space. Reliably hitting ships 1km+ away, and bigger targets like nassau turrets 5+ km away

  • @EatLeadUCommie
    @EatLeadUCommie 7 місяців тому +4

    Video idea! Since projectiles are affected by gravity you could theoretically make them temporally orbit. I would go about this by going very fast in a spacecraft and then have the guns facing in reverse so that they are significantly slow. Then you could make a projectile temporarily orbit the asteroid.

    • @60NineK
      @60NineK 7 місяців тому

      You’d need to pay me in advance to try that haha, seems so tedious to set up.. and test.. a partial orbit would become a win

  • @destroyah87
    @destroyah87 7 місяців тому +1

    I kinda want to see if a space battle using only miniguns for propulsion is possible. Or whichever weapon has the greatest recoil.

  • @XShadowCatzX
    @XShadowCatzX 7 місяців тому +1

    With the devs fixing the issue of tires phasing through the ground, maybe you should re-do the motorcycle evolution, since this was a relatively large issue in that video

  • @Pystro
    @Pystro 7 місяців тому

    21:20 I think your conclusion is correct, Scrapman's editor.
    But funny that his own ship isn't blurry. It's also going 3500km/h...

  • @dshadows2966
    @dshadows2966 7 місяців тому +1

    Idea: Two spaceships going at the same speed and shooting at one another.

  • @buckduane1991
    @buckduane1991 3 місяці тому

    That’s why in “The Expanse” the PDC’s have rockets on the back firing at the same time as the bullets, they counteract the force of the escaping gases pushing the bullet out, which is enough to spin a spaceship.
    However, firing a gun in space, your momentum would be imparted to the bullet or rocket, and with no air resistance would go faster as well. If your cannon fires a ball at 300 mph mv (muzzle velocity) then if you are going 3,000 mph it should be going 3,300 mph. However, in Trailmakers it is flat 300 mph regardless (not exact speeds, I know, I’m just giving a basic example) so if you go at or above 300, you run into them. It would be nice if they fixed this problem, so the bullets and rockets will fire off correctly with Your Speed + MV as their speed as in real space, but it might be beyond what the game code can do.

  • @A_FK
    @A_FK 7 місяців тому

    you can make some cool cinematics with that information because whenever he fires the mini gun, he pass by them creating like a warping space and time to go in different places at the speed of light and it also looks like in some games when you are warping

  • @Friendly_Neighborhood_Dozer
    @Friendly_Neighborhood_Dozer 7 місяців тому

    19:00 it makes total sense: the game probably handles the speed as "[standard speed] + [player speed]", without the accuracy being adjusted (aka the vector for the speed gets longer without changing direction, instead of being being extended in the forward direction but staying the same in the sideways direction (like scaling vs transforming an image in photoshop). so it starts moving faster sideways, but the speed forward (relative to the player) stays (almost) the same (because it's based on the player speed)

  • @metalburger1117
    @metalburger1117 7 місяців тому

    10:23 Brutal.
    17:38 The cannons don't shoot straight forward, the shot is always angled a little bit upwards (relative to how the weapon is positioned). It's meant to counter the bullet drop (that doesn't exist in space)
    ALSO, additional changes that weren't detected in this video:
    - The tank cannon, large cannon and gunpowder cannon have had their range and round velocity increased. It's no longer necessary to piston-boost them to hit targets at medium range (long range is another story, though);
    - They also had their reload time increased (to 5s iirc);
    - The large cannon now has autoaim!
    - There is no bullet drop in space, but there is inside the planets' atmospheres, and it's relative to the local gravity. A round fired in Doon drops more than one fired in Nassau, and less than one fired inside the Gallina 9. And a round's drop state doesn't change when it travels between different gravities

  • @Momo.811
    @Momo.811 7 місяців тому +1

    Hi scrapMan I love your videos you make me smile and laugh thanks for your time and making everyone Happy.

  • @xCHUNKx
    @xCHUNKx 7 місяців тому +1

    Scrapman: does that make sense what I'm saying?
    Editor: hardly.
    😂

  • @user-fc9qe8uu3e
    @user-fc9qe8uu3e 7 місяців тому

    Thanks editor you’re the best for explaining things the best you can

  • @AlrenClan
    @AlrenClan 7 місяців тому +1

    Can we please have some kind of editor reveal or something because this editor is unbelievably good.

    • @01Beaker
      @01Beaker 7 місяців тому

      He spoke to the editor in "No One Does Wireless Cable Management Like Me" at 5:00

  • @ziplineslowdown6782
    @ziplineslowdown6782 7 місяців тому +1

    Shout out to his editor these notes and explainations are great

  • @ardeththewanderer5334
    @ardeththewanderer5334 7 місяців тому

    The black powder cannons probably go ever so slightly upwards when they're fired, that's probably why they seem to go so far off target in space, *especially at high speeds*

  • @marsphoenix1359
    @marsphoenix1359 7 місяців тому

    High speed multiplayer battles could be fun in space. Just charging at each other and having to time your shots perfectly to account for the 3000 barrier weirdness.

  • @CthuluSpecialK
    @CthuluSpecialK 7 місяців тому

    You should also test the effects of your piston launcher mechanism on the projectiles in space too, maybe it'll change the 3500 weirdness limit, if the velocity of the projectile is increased via piston power.
    Also, normal weapons vs shields would be cool to test. Maybe tank cannons wreck shields more than blasters. Or maybe miniguns? Or maybe rockets?
    I'd also like to see your spinning mass-bomber you made for that video with Yzuie in space... could you literally send a thick enough blanket of bombs out in every direction by spinning? Maybe make your mass-bomber shoot bombs not just from below, but above and everywhere, like take the bomber portion and clone to on top, like an orb to protect yourself and kill people in your vicinity.
    Also, movement things like, what do hover pads do? What about dragon engines, burst fire rocket-fuel thingy? What about hinge glitch?
    If you attach a small yzuei ship to a big ship via a detachable block... and you in the big ship just spins in place AS FAST as possible... would it work as a slingshot when you release him? How accurate could you be? What kind of speed would your momentum throw Yzuie out at? Think if you spin fast enough you could throw his craft with a velocity of 3500? Obviously his craft wouldn't be allowed to use Quantum Rudders.

  • @jawico6098
    @jawico6098 7 місяців тому

    Best quote I've ever heard "Everything has a lifespan."

  • @Chase4FreeWiFi
    @Chase4FreeWiFi 7 місяців тому +1

    I would love to see a spaceship battle like the ships in the movie Treasure Planet!

  • @pat9353
    @pat9353 7 місяців тому +1

    I think you should revisit the bomb bay mortars you built, the one with the bomb bays on pistons so that they shoot more like a normal weapon. I bet those would be op in a 0 auto-aim space battle (not that that battle would be particularly deadly in the first place).

  • @AppleEaterGuy
    @AppleEaterGuy 7 місяців тому +1

    Scrapman literally answered the question in the title with the thumbnail.

  • @arnelilleseter4755
    @arnelilleseter4755 7 місяців тому

    Suggestion: Use the bombs as mines. Drop them behind you to take out enemies that are following you. Could be a fun concept for a multiplayer battle.

  • @eliasrabanser7394
    @eliasrabanser7394 7 місяців тому

    I love the info notes form the editor if something is unclear in the video
    especially if its not something obvious

  • @jofrio1021
    @jofrio1021 7 місяців тому +1

    Scrapman you should do a spaceship 2v2 battle that would be fun love your vids btw.

  • @sungjin-woo8898
    @sungjin-woo8898 7 місяців тому

    I find the portion of the video of speed vs bullets interesting cause I played a game that allowed the same thing and it did the same too. It was fun being able to spam bullets and ride next to them at the same time

  • @lordcatofthepurplevoid8633
    @lordcatofthepurplevoid8633 7 місяців тому

    i think the reason projectiles were going further and further apart is due to a slight angel in the projectile that makes it go up depending on the oriantation of the cannon depending on which side is the attachment side, and the due to moving further, both projectiles got further and further form the ship

  • @jyotsnasahoo7627
    @jyotsnasahoo7627 7 місяців тому

    YOO!!, this is the best editor, in UA-cam..... We got blender in scrapmans vid
    and i love how more of the comments are about the editor than the content itself

  • @Chase4FreeWiFi
    @Chase4FreeWiFi 7 місяців тому

    Whenever I hear Scrapman saying "Dang it!" it automatically makes me giggle.. always has

  • @adirmugrabi
    @adirmugrabi 7 місяців тому

    you have an amazing editor!!!

  • @hviet7685
    @hviet7685 7 місяців тому

    Thank you Scrapman for answering this burning question I have been having ever since the update came out

  • @Krokmaniak
    @Krokmaniak 7 місяців тому

    Spread on the blackpowder cannon was bigger because it's angled up. That's also a reason why it has shorter range when fired upside down in gravity

  • @blackcube4
    @blackcube4 7 місяців тому

    That editor is superb. I also love the background musik

  • @patrickboulton2859
    @patrickboulton2859 7 місяців тому

    Doing a recoil propulsion battle in space would be really cool. I remember ages ago you guys did one for planes, but in space it might get really bizare and fun!

  • @alanocool8079
    @alanocool8079 7 місяців тому +5

    Did scrap man get a new editor? Cuz it seems that the editor is putting a lot of effort in the recent videos

    • @gavinotheshitpostartist5586
      @gavinotheshitpostartist5586 7 місяців тому +1

      He's had an editor for about 8 months now. I think they have just started to get the groove of things

  • @Zac_101
    @Zac_101 7 місяців тому +1

    I would like too see the mechanism that shoots bomb bays horizontally like bullets be used in space.

  • @Runeswik
    @Runeswik 7 місяців тому

    I'd be curious to see what happens if you and something your target are going 3500KPH or faster. Do the projects never catch up or is the projectile altered in such a way that it fires as you'd expect? I feel like we already know they projectiles won't catch up to something you are targetting but it'd be cool to confirm. Could do this with another creator or you could add something to your creation that detaches at whatever velocity and vector your decide and run tests from there.
    Also major kudos to the editor, especially for all his/her work in your experimentation videos.

  • @tubsy6208
    @tubsy6208 7 місяців тому

    You should try to do space tank battles. Make a vehicle and somehow lock them to a certain height plain in the middle of open space.
    Battles on/in the new planets would be cool too!

  • @Dracosaur07
    @Dracosaur07 7 місяців тому

    7:23 it doesn’t say that there was a change in ammo, but the stat changes in take cannon and bomb bay are identical, which makes me think that the stat changes are aimed at the ammo, not the weapon itself

  • @ethanelliott9250
    @ethanelliott9250 7 місяців тому +1

    Hey scrapman! Have you tried Cosmoteer? I’d love to see you check it out. It’s a space game with combat and mining and ship construction too. And lots of explosions and cool weapons.

  • @BLKBRDSR71
    @BLKBRDSR71 7 місяців тому

    I have an experiment on my channel where I tested how many shots it takes to take down the shields. I found out some require a few shots while others need entire rounds.

  • @edgarviernes2532
    @edgarviernes2532 7 місяців тому +1

    Multiple suggestion: Do bombers vs defenders in space but the defenders use emp to trigger dynamite in the bombers.

  • @DrGzhero
    @DrGzhero 7 місяців тому +1

    I love this editor

  • @mrnaris4852
    @mrnaris4852 7 місяців тому +1

    It seems like all projectiles have a max speed of 3500 kph, kind of like how the speed of sound is a speed limit for anything in space.
    So blasters do have conservation of momentum.

  • @LuncherXD
    @LuncherXD 7 місяців тому +1

    Love your vids

  • @FlashbulbGames
    @FlashbulbGames 7 місяців тому

    "Everything has a lifespan" so true

  • @hardcorerunner2354
    @hardcorerunner2354 7 місяців тому +1

    this editor is the best i have seen

  • @domesticatednubs4615
    @domesticatednubs4615 7 місяців тому

    New editor is crazy awesome

  • @rembeech4261
    @rembeech4261 7 місяців тому +1

    I love your editor

  • @jacksonstarky8288
    @jacksonstarky8288 7 місяців тому

    What I would do with this information is take it to the devs and say "look, physical projectiles should keep going until they hit something. Also, they shouldn't have a maximum speed."

  • @AndLeaner
    @AndLeaner 7 місяців тому

    i have an idea glider that you control by standing in different sections of the craft so basically a glider with no seat but you have to travel with the craft to a destination with no constant straight line. Ps love your videos scrapman keep up the good work

  • @twisted_spirit6223
    @twisted_spirit6223 7 місяців тому

    A possible idea for why the weapons are glitching, I think that the programming of the weapons have it to where the spawn point for the bullet cannot keep up with the speed of the ship, so the bullets start spawning behind you