speed sensor with your desired max speed, set the output to negative, connect to engines... boom, you have a speed gate that will prevent you from going past your threshhold without adding air brakes
@@randomthepyro2058 hooking it to an xor gate would be much more precise;at least on the test map that is. on a downhill it would not fight gravity so other maps wouldn’t work as well
That was my thought too, have W and S mapped to two AND gates that output the positive and negative signals for the engines, then use that same trigger below speed sensor linked to the forward (W) gate. Have the two gates control the engines instead of the seat and it will drive just like normal with the speed sensor as a governor.
@H-2207that depends on quite a few factors. For example, a . 45 acp fired from a 5" 1911 will not be faster than the speed of sound. It's a pretty slow bullet.
@H-2207 some 9mm para are sub sonic, some are only slightly supersonic, some are very super sonic. And using a micro compact pistol will net lower speeds than using a full size carbine. So even with common 9mm there is over 2000fps difference between different shots.
Had an idea for multiplayer, but maybe you've already done it. Each of you build a ship capable of offense, defense, and transporting Chirpos . If your opponent picks up the Chirpos first, shoot them down. Be the first to successfully rescue the target group.
Instead of trying to get the rocket to trigger a distance sensor, you could have just let your car be the trigger. Every new sensor you drive through would cause a new fresh rocket to fire, allowing you to indefinitely chase (or be chased by) endless rockets
But the point of the rockets triggering the next one was specifically so the launches would not depend on the speed of the car. That would make it "one rocket going at full speed" the whole way through.
as a few people have stated, if you hook the speed sensor into an xor gate and have the gate be keybinded to “W”, you can get a much much more consistent speed
You should probably see if the rocket launches at a speed relative to the vehicle it is on. If it does, you should probably do the same thing you did with the bombs and pistons, only with the rockets, so it shoots them a lot, lot faster.
Or, the opposite. See what happens when the rockets have a relative ground speed of zero. Like how a cannon firing out of the back of a moving vehicle would essentially just drop the payload. That would be cool too
@@verysovietdoge Yeah, I mean he did a whole video on it at this point. I was going to get the game myself at some point but unlike every other sandbox game, Flashbulb is charging a AAA price when you include all of the necessary DLC that everyone else includes for free. I've been burned by too many sandbox games before like TerraTech and Besiege and KSP2. It might be worth it if they bundle it with the DLC during a sale, but like Scrap Mechanic has an open ended base building mode, Trailmakers I don't see myself getting more than a couple of hours out of. If they get around to making some kind of persistent world mechanic like Minecraft or Factorio or Scrap Mechanic or KSP1, then ok, but not until then. Sorry for the rant, but I actually intentionally looked Trailmakers up during the Steam summer sale and it was their choice not to participate, but its my choice not to buy it too.
I remember a physics problem in which a jet drops a bomb while moving and a guy is trying to catch the bomb and how much speed should go. I was like who would do this? Scrapman
I can imagine building a race course with something like Mario Kart items where you try to go through different checkpoint/ Item pick ups to launch rockets and maybe even have weapons that get enabled with different colored checkpoints. Maybe like a 10 second timer until the weapon is disabled again. If done right it might be fun to for everyone to race each other and either trigger weapons on vehicles or a series of traps.
I'd like to see you test the muzzle velocity of the other weapons, miniguns and smart cannons might be very hard, but the big cannon and tank cannon might be feasible.
Nice consept. I just think that you should have also launched the rocket at 285km/h on your vehicle. Maybe in future video like as a little side quest or test?
@@Capedkarnage Yeah I think you are actually right. Because he has shot rockets from a plane already at fast speed. But then what about shooting rockets backwards?🤔. Would the rocket just stay in place?
I like that you or your editor put the speed translation kph to mph, that's a good little detail that helps people if they don't really know what kph is like me, so thank you!
Hey ScrapMan, fun fact for your ease of use: Even though the speed sensor says its trigger threshold is in kph, if you have the game set to use mph then the speed sensor trigger is actually measured in mph. Also if you set the speed sensor trigger threshold with your game using mph and then switch your game to kph, the speed sensor value will get automatically converted to the keep the same original speed in the new units.
Idk how programmable trailmaker logic is, but as a control engineer i think you should try (if it's possible in the game) to implement a pid algorithm. The teory behind it is quite complex, but the implementation isn't. In this way you will be able to hit and mantain a perfect speed (without resonance due to not tuned control system) By the way cool idea and way of mesuring the speed, i like it :)
Video idea: "Pacifist plane" - as soon as you fire a rocket, you lose control of the plane and it automatically flies into its own rocket shooting itself down
Did you know that you can use a AND/OR/XOR gates to reduce the output of your engines? This is a good way to dial in on a specific speed without being all over the place.
11:50 Yeah, I wish there we could select which cameras we want in rotation of camera views... And also it would be nice to be able to be able to map specific buttons to specific cameras, rather than having to cycle through. As it is now there's like 10 or 20 cameras (or at least it feels like it's that many) that are more or less the same 3rd person camera at varying follow distance, and two first person cameras; and when you try to swap to first person quickly it's too easy to overshoot and then you have to skip through them all over again.
I wonder if velocity gets added and subtracted from the velocity of the rockets like it did when you tried to break the sound barrier with cannons? I think it would be cool to make a bomber that flies at exactly 285 kph and shoots backwards so the rockets drop straight down
how about sink battleship artillery version ? then use the quadrants on this map as board. could even implement the rule that if enemy miss you are allowed to move 1 of your ships 1 quadrant and/or you can trade a shot for a movement.
When Scrapman is getting ahead of the rocket is because the rocket is losing it's velocity and dropping just like a regular bullet being shot out of a gun.
hi scrapman, awesome video. food for thought, do scrap mechanic rockets carry over directional momentum from the creation they were launched from? or do they fly at a fixed speed in the direction they were launched from? because from all the new battles between you and the gang + yuzei, it looked like movement of your creations had an effect on them. i love your channel soo much. never change. never stop being curious and inquisitive.
Actually you should try decrease activation speed of airbrakes, so they're not fast enough to cause large increments of braking force. That way you can control speed better and rocket will stop wiggling back and forth due to overcorrecting. It reminded me about dialing PIDs, that system definitely have way to big 'P'.
Hey ScrapMan can you try to build an T4a-Lambda shuttle I think it might be interesting because it can fold the wings up while being in the air and it is something different than the historical failures you tried to rebuild
Was the starting line structure anchored to the ground? Otherwise that might explain the inconsistencies in trajectory, as the recoil each time might slightly move the structure
Idea for part 2 multi-player overview: Players have a car and base (the missile tunnel). They try to destroy each other’s base. Details: 200ish points for car and base combined. Bases are out of range except for missile. You can add Smart gun or mini gun to the base. The car may not be armed. Use guns, or walls or armor, to defend. Optional turn based idea. The attacking player adjusts his gun angle and speed and launches a missile. The defending player man’s his own guns.
Idea for multiplayer: Catch the rocket. Use the same launch system, but the players are not allowed to use automatic speed control, you have to manually control your speed to keep up with the rocket. Whoever get hit the most wins. To make it even more difficult you could have the rocket launch before the car reaches the start line. That way you would first have to catch up to the rocket and then match it's speed.
Day 3: I would love to see a jumpshot battle where you make cars with guns but there are sensor pointing towards the ground so guns only work if you are mid air by a couple blocks. Bonus points if the cars have to do a front/backflip when they jump and the guns are missile launchers or gunpowder cannons.
@scrapman. This is a stretch. Now that you can match the rocket speed. While traveling under the rocket, swing a piece up to hit the rocket before it lands and use its explosion as additional propulsion.
Thank you for displaying the speed reached in kilometers per hour for those of us who live in civilized countries that use the international metric system.
(IDEA) you can do like a race, when you hit a checkpoit it send a rockrt flying ahead of you to blow up a the next wall for you to go through, otherwise you explode and restart from the previous CP
From what perspective? From the car's perspective it would launch normally. From a stationary perspective the rocket would just plop out of the launcher.
Can the power of the wedge and and upward piston be used to ramp and simultaneously launch a rocket 🚀 in different directions in trail maker or scrap mechanic
I did some math, and assuming the horizontal speed is exactly 285 kph (~177,090 mph), and the angle is 10° (well, techniccaly speaking, it would be 80°), the actual speed of the rocket would then be roughly 285,085 kph (~177,143 mph).
Once you reach 285 kph shoot a car mounted rocket backwards and see if it hovers in place. Maybe use an anchor block to stop the car after firing. Also, instead of air brakes maybe try negating some engines once you reach your desired speed.
The air brakes looked cool but a more consistent speed control would've been aerodynamic inefficiency. Yep, just flat surface(s) somewhere to slow the vehicle down.
hay, hello, saw you chanel after some time and looks like i can see very well, that was really impressive so i remember too a lot of time i watched for your videos, so keep holding on hope you make it even better (scrap man film scene car ) kkk funny
@scrapman Maybe the reason you were pulling ahead is bc the missile trajectory was angled upwards? you could put it higher and fire it horizontal that way.
Day 16 of asking @ScrapMan to make a 2v2 video where each team makes a cargo plane that launches a glider one person makes the glider another makes the cargo plane and whoever's glider goes the most far wins then each round both teams get 1-5 mins to upgrade the builds but they cant communicate while building so u have to be very careful with what u change. The cargo plane would launch the glider at a certain point or after a certain amount of time idk what would work better. I think this would be a great video and I really want to see it, keep up the amazing work you make my day every time I watch one of your videos.
I don't know much about logic in *scrap mechanics, but if there's a XOR gate, you could make a platform that gets destroyed by a rocket, on that platform one of the inputs into XOR, and another input somwhere safe. Rocket gets launched > destroys one of XOR input > XOR turns from 0 to 1> next rocket launch. By the way the videos with you just messing around with game mechanics are great :) *trailmakers, not scrap mechanics ;p
With this experiment in mind, how does the speed of the rocket before launching impact its speed? If you place the rocket on the car will it launch at 2x the speed or will you blow yourself up? Do faster rockets deal more damage? What would happen if you launched it backwards while moving it, would the momentum’s cancel out and would it poop on the ground or go launching backwards at the normal speed? I think testing these could be fun, as well as testing things such as whether spinning the rocket makes it shoot faster or further
Six booster jets with staggered ignition gives stupid amounts of acceleration. Stagger them in pairs 1.5 seconds apart. It looks janky but works for getting places really fast
Your first Ryan testing with your current tractor at six man five seconds was closer to a speed of 180 if not 175 in comparison to a basic 170 that you’re thinking because you went and it said 180 when it hit the area directly behind the cockpit in your first run by Joe I was talking about miles per hour which is what you had at the first time
Do an entire tracks width of rockets and challenge friends to build a dragster with limited power cores to escape from under the ceiling of rockets before they fall on them
If you hook the speed sensor into the engines (not necessarily directly) it gives you much more consistent speed control!
Brilliant
speed sensor with your desired max speed, set the output to negative, connect to engines...
boom, you have a speed gate that will prevent you from going past your threshhold without adding air brakes
I was thinking of the devs adding this but I guess it is already thare
@@randomthepyro2058 hooking it to an xor gate would be much more precise;at least on the test map that is. on a downhill it would not fight gravity so other maps wouldn’t work as well
That was my thought too, have W and S mapped to two AND gates that output the positive and negative signals for the engines, then use that same trigger below speed sensor linked to the forward (W) gate. Have the two gates control the engines instead of the seat and it will drive just like normal with the speed sensor as a governor.
Random thought, don’t bullets also have travel time? Faster than rocket but not breaking the speed of sound
Fr, next vid racing a bullet??
I think we need to see a race against the rest of the weapons now.
@H-2207that depends on quite a few factors. For example, a . 45 acp fired from a 5" 1911 will not be faster than the speed of sound. It's a pretty slow bullet.
@H-2207 some 9mm para are sub sonic, some are only slightly supersonic, some are very super sonic. And using a micro compact pistol will net lower speeds than using a full size carbine.
So even with common 9mm there is over 2000fps difference between different shots.
I think it is more of a visual affect and actually being tracked
I love how in one of the previous episodes he randomly sad "i wonder how fast rockets go" and now he finds it out. Nice job Scrapman
i always love good old Scrapman experiment videos. They are always so fun to watch.
Same man
He always finds fun ideas that have all of us intrigued
Had an idea for multiplayer, but maybe you've already done it. Each of you build a ship capable of offense, defense, and transporting Chirpos . If your opponent picks up the Chirpos first, shoot them down. Be the first to successfully rescue the target group.
Actually that sounds pretty fun. You could even have harder and harder stages with the more and more chirpos.
There is no water on the chirpo world
By ship, he means airship I think
@@theyeetus1428 Hard not to wonder how the Chirpos stay hydrated... 🤔
“Can a car keep up with a rocket?”
Scrapman: Hold my logic gates
Instead of trying to get the rocket to trigger a distance sensor, you could have just let your car be the trigger. Every new sensor you drive through would cause a new fresh rocket to fire, allowing you to indefinitely chase (or be chased by) endless rockets
i like the way you think
But the point of the rockets triggering the next one was specifically so the launches would not depend on the speed of the car. That would make it "one rocket going at full speed" the whole way through.
Also with the rockets triggering you could have used it to send signals across the map
Yeah I was thinking the same thing
as a few people have stated, if you hook the speed sensor into an xor gate and have the gate be keybinded to “W”, you can get a much much more consistent speed
You should probably see if the rocket launches at a speed relative to the vehicle it is on.
If it does, you should probably do the same thing you did with the bombs and pistons, only with the rockets, so it shoots them a lot, lot faster.
Or, the opposite. See what happens when the rockets have a relative ground speed of zero. Like how a cannon firing out of the back of a moving vehicle would essentially just drop the payload. That would be cool too
I saw this and then strapped one to a supersonic jet and it turns out yes they do launch relative to the speed of your vehicle
@@verysovietdoge Yeah, I mean he did a whole video on it at this point.
I was going to get the game myself at some point but unlike every other sandbox game, Flashbulb is charging a AAA price when you include all of the necessary DLC that everyone else includes for free.
I've been burned by too many sandbox games before like TerraTech and Besiege and KSP2.
It might be worth it if they bundle it with the DLC during a sale, but like Scrap Mechanic has an open ended base building mode, Trailmakers I don't see myself getting more than a couple of hours out of.
If they get around to making some kind of persistent world mechanic like Minecraft or Factorio or Scrap Mechanic or KSP1, then ok, but not until then.
Sorry for the rant, but I actually intentionally looked Trailmakers up during the Steam summer sale and it was their choice not to participate, but its my choice not to buy it too.
I remember a physics problem in which a jet drops a bomb while moving and a guy is trying to catch the bomb and how much speed should go. I was like who would do this?
Scrapman
I can imagine building a race course with something like Mario Kart items where you try to go through different checkpoint/ Item pick ups to launch rockets and maybe even have weapons that get enabled with different colored checkpoints. Maybe like a 10 second timer until the weapon is disabled again. If done right it might be fun to for everyone to race each other and either trigger weapons on vehicles or a series of traps.
Day 34 of asking Scrapman to play Besiege (again)
Keep going he will see your comments in the future
@@34_satriabimantara_xii_tei86 thank you for the support
Keep going
@@thewolfgamer1744 i will thak you
Day one of assistance of asking scrap man to play Besiege
When the kinetic energy from the car doesn't transfer to the rocket so you die by your own rocket
Thanks for adding metric conversions!
I'd like to see you test the muzzle velocity of the other weapons, miniguns and smart cannons might be very hard, but the big cannon and tank cannon might be feasible.
Nice consept. I just think that you should have also launched the rocket at 285km/h on your vehicle. Maybe in future video like as a little side quest or test?
It would be faster than the car bc its launching with the cars speed.
@@Capedkarnage Yeah I think you are actually right. Because he has shot rockets from a plane already at fast speed. But then what about shooting rockets backwards?🤔. Would the rocket just stay in place?
@@gazu8990 it should stay in place yes. Idk if it will in game tho
@@gazu8990 it would shoot like the car isn't moving, its basic physics.
@@Capedkarnage in our prespective it would,but in the outside prespective it may stay in place
And to think a year ago there wouldn't be some of these ideas is incredible this Game rlly had a huge update
I like that you or your editor put the speed translation kph to mph, that's a good little detail that helps people if they don't really know what kph is like me, so thank you!
"i want this to fire right into my cockpit" 14:10 LMAO😫
Hey ScrapMan, fun fact for your ease of use: Even though the speed sensor says its trigger threshold is in kph, if you have the game set to use mph then the speed sensor trigger is actually measured in mph. Also if you set the speed sensor trigger threshold with your game using mph and then switch your game to kph, the speed sensor value will get automatically converted to the keep the same original speed in the new units.
Idk how programmable trailmaker logic is, but as a control engineer i think you should try (if it's possible in the game) to implement a pid algorithm. The teory behind it is quite complex, but the implementation isn't. In this way you will be able to hit and mantain a perfect speed (without resonance due to not tuned control system)
By the way cool idea and way of mesuring the speed, i like it :)
Video idea: "Pacifist plane" - as soon as you fire a rocket, you lose control of the plane and it automatically flies into its own rocket shooting itself down
my computor breaks when trying to play trailmakers now, so he is my only source of this, and [ INSERT WOW MEME SOUND EFECT] that's cool!
the rocket is actually relative. so if you are going the speed of sound the rocket will go the same speed away from you as if you were still
Did you know that you can use a AND/OR/XOR gates to reduce the output of your engines? This is a good way to dial in on a specific speed without being all over the place.
Appreciated the conversions of speeds to kph, much easier to understand as I grew up in a SI using country.
“The only weird thing about that is I’m a soup-“
- Scrapman 2023
You should make a ring of rocket and fly trough it!!!!
11:50 Yeah, I wish there we could select which cameras we want in rotation of camera views... And also it would be nice to be able to be able to map specific buttons to specific cameras, rather than having to cycle through.
As it is now there's like 10 or 20 cameras (or at least it feels like it's that many) that are more or less the same 3rd person camera at varying follow distance, and two first person cameras; and when you try to swap to first person quickly it's too easy to overshoot and then you have to skip through them all over again.
I wonder if velocity gets added and subtracted from the velocity of the rockets like it did when you tried to break the sound barrier with cannons? I think it would be cool to make a bomber that flies at exactly 285 kph and shoots backwards so the rockets drop straight down
You should try to raise a rocket with a plane and see what happens if a plane is faster than a rocket
how about sink battleship artillery version ? then use the quadrants on this map as board.
could even implement the rule that if enemy miss you are allowed to move 1 of your ships 1 quadrant and/or you can trade a shot for a movement.
in the next air battle have your vehicle go over 300km/h
When Scrapman is getting ahead of the rocket is because the rocket is losing it's velocity and dropping just like a regular bullet being shot out of a gun.
put a bunch of those gates in a row and drive trough them, was waiting the whole video for it!!
hi scrapman, awesome video. food for thought, do scrap mechanic rockets carry over directional momentum from the creation they were launched from? or do they fly at a fixed speed in the direction they were launched from? because from all the new battles between you and the gang + yuzei, it looked like movement of your creations had an effect on them.
i love your channel soo much. never change. never stop being curious and inquisitive.
Try to combine bomb launcher and the infinite bomb dropper, to make an explosive death ray!
Scrapman: i wanted to make a dragster look
Also Scrapman: "makes the typical RC car shape"
Hi scrapman love ur vids ur lucky to have trail Akers
Actually you should try decrease activation speed of airbrakes, so they're not fast enough to cause large increments of braking force. That way you can control speed better and rocket will stop wiggling back and forth due to overcorrecting. It reminded me about dialing PIDs, that system definitely have way to big 'P'.
I just want to say that you did extra well on today's thumbnail.
Great experiment, for a finally I thought you would just line the top with rockets. That would have been fun.
Hey ScrapMan can you try to build an T4a-Lambda shuttle I think it might be interesting because it can fold the wings up while being in the air and it is something different than the historical failures you tried to rebuild
Was the starting line structure anchored to the ground? Otherwise that might explain the inconsistencies in trajectory, as the recoil each time might slightly move the structure
What if you made a vehicle where every block is a moving part? Like… in between each block there is a connecting servo.?
Idea for part 2 multi-player overview: Players have a car and base (the missile tunnel). They try to destroy each other’s base.
Details: 200ish points for car and base combined.
Bases are out of range except for missile. You can add Smart gun or mini gun to the base.
The car may not be armed.
Use guns, or walls or armor, to defend.
Optional turn based idea. The attacking player adjusts his gun angle and speed and launches a missile.
The defending player man’s his own guns.
I love when I get a notification that scrap man uploaded
Idea for multiplayer: Catch the rocket. Use the same launch system, but the players are not allowed to use automatic speed control, you have to manually control your speed to keep up with the rocket. Whoever get hit the most wins.
To make it even more difficult you could have the rocket launch before the car reaches the start line. That way you would first have to catch up to the rocket and then match it's speed.
early lol. i used to watch you when i was younger. glad you're still doing these vids
That car can take missile explosions like they were candies💀
I pressed the like button with my nose
Day 3: I would love to see a jumpshot battle where you make cars with guns but there are sensor pointing towards the ground so guns only work if you are mid air by a couple blocks. Bonus points if the cars have to do a front/backflip when they jump and the guns are missile launchers or gunpowder cannons.
@scrapman. This is a stretch. Now that you can match the rocket speed. While traveling under the rocket, swing a piece up to hit the rocket before it lands and use its explosion as additional propulsion.
Thank you for displaying the speed reached in kilometers per hour for those of us who live in civilized countries that use the international metric system.
Do you think you build a vehicle with a target with the goal being to drive and adjust so that it hits bullseye. Maybe could work as a vs. game.
(IDEA) you can do like a race, when you hit a checkpoit it send a rockrt flying ahead of you to blow up a the next wall for you to go through, otherwise you explode and restart from the previous CP
Couldnt you plug the output of the speed sensor to an and gate and add the throttle input so when the speed is below x you wont accelerate anymore
caught it in soo fast again always waiting for it
Rockets in and of themselves don't have perfect self stabilization confirmed. Perhaps their stabilization fins are too small...? :P
Very cool experiment!
You delay my sleep, and I love it
for consistent trajectory you need another 2 people to be a target for the rocket and the guy controlling the contraption carrying the rocket
So what if you drive at 285km/h and launch the rocket in opposite direction? My brain can't brain how would rocket launch look like...
From what perspective? From the car's perspective it would launch normally. From a stationary perspective the rocket would just plop out of the launcher.
Imagine entire start frame coverd by rockerts mb multiple layers so you drive boxed in the rocket frame of doom
Video idea: make a rocket go supersonic.
(Idk how)
Idea (probably not possible with the missiles): Very carefully and softly catch it with a vehicle, so it doesn't explode.
Bless the editor 🙏
well, now you know, if your planes on multiplayer vs days go faster than this car you run a chance of shooting yourself
Can the power of the wedge and and upward piston be used to ramp and simultaneously launch a rocket 🚀 in different directions in trail maker or scrap mechanic
I did some math, and assuming the horizontal speed is exactly 285 kph (~177,090 mph), and the angle is 10° (well, techniccaly speaking, it would be 80°), the actual speed of the rocket would then be roughly 285,085 kph (~177,143 mph).
Once you reach 285 kph shoot a car mounted rocket backwards and see if it hovers in place. Maybe use an anchor block to stop the car after firing.
Also, instead of air brakes maybe try negating some engines once you reach your desired speed.
The air brakes looked cool but a more consistent speed control would've been aerodynamic inefficiency. Yep, just flat surface(s) somewhere to slow the vehicle down.
very difficult suggestion, a waterfall clock but with bombs
Well the obvious next phase, you have to shoot the rocket out of the sky while racing it 😆
i have an idea for the next video, mini plane dogfighting. i would love to see a video of it!👍
Dr Observation already did the measurements for most of the things in trailmakers but it do be a cool video nonetheless
Another 2 tests to do: can you make the rockets go faster or slower with your vehicle moving into or opposite of direction of firing?
Rockets do have conservation of momentum.
scarpmans videos always catch my interest
You should have made a barrage of them chase you down for the finale that would have broke your seat for sure!
hay, hello, saw you chanel after some time and looks like i can see very well, that was really impressive so i remember too a lot of time i watched for your videos, so keep holding on hope you make it even better (scrap man film scene car ) kkk funny
@scrapman Maybe the reason you were pulling ahead is bc the missile trajectory was angled upwards? you could put it higher and fire it horizontal that way.
@scrapman great vid btw, this vid is what you should link when people ask 'who is scrapman?' 🤣
Loved the vid! :)
Could you do a short of the same concept but add a ramp so that you catch the rocket mid air ?
Could do a check point race where the check points are the one to try and stop you from getting to the next one.
Day 16 of asking @ScrapMan to make a 2v2 video where each team makes a cargo plane that launches a glider one person makes the glider another makes the cargo plane and whoever's glider goes the most far wins then each round both teams get 1-5 mins to upgrade the builds but they cant communicate while building so u have to be very careful with what u change.
The cargo plane would launch the glider at a certain point or after a certain amount of time idk what would work better.
I think this would be a great video and I really want to see it, keep up the amazing work you make my day every time I watch one of your videos.
Can the rockets course be altered by a jet on ur car so it rises back up
Can't you make a "loop" with logic in trailmakers? That would have been an easy solution for never ending rockets
Durby battle on top of the airship above the vortex
its like a wide receiver is throwing to himself
I don't know much about logic in *scrap mechanics, but if there's a XOR gate, you could make a platform that gets destroyed by a rocket, on that platform one of the inputs into XOR, and another input somwhere safe. Rocket gets launched > destroys one of XOR input > XOR turns from 0 to 1> next rocket launch.
By the way the videos with you just messing around with game mechanics are great :)
*trailmakers, not scrap mechanics ;p
With this experiment in mind, how does the speed of the rocket before launching impact its speed?
If you place the rocket on the car will it launch at 2x the speed or will you blow yourself up? Do faster rockets deal more damage? What would happen if you launched it backwards while moving it, would the momentum’s cancel out and would it poop on the ground or go launching backwards at the normal speed?
I think testing these could be fun, as well as testing things such as whether spinning the rocket makes it shoot faster or further
how did you get the one bar cockpit?
I would like to see racing a bullet next!
Cool idea
Six booster jets with staggered ignition gives stupid amounts of acceleration. Stagger them in pairs 1.5 seconds apart. It looks janky but works for getting places really fast
use 0g to make the rocket not have any drop
the rocket looks like a tank shell in the race cam with the fov distortion
Your first Ryan testing with your current tractor at six man five seconds was closer to a speed of 180 if not 175 in comparison to a basic 170 that you’re thinking because you went and it said 180 when it hit the area directly behind the cockpit in your first run by Joe I was talking about miles per hour which is what you had at the first time
Do an entire tracks width of rockets and challenge friends to build a dragster with limited power cores to escape from under the ceiling of rockets before they fall on them
A curtain of rockets would look cool.