I looked at these games, watched let’s plays (but didn’t play). Even though they were created specifically for creating mechanisms, I still think Besiege has more functionality. Here you can change the size and the installation of blocks is not tied to the grid. If there were also a mod that allowed you to change the rigidity of structures, then Scrap Mechanic or similar games would not be even close. Playing with a standard assembly of two mods (Scaling and Unbound) you can do literally anything. If I knew more about computers, I would make some kind of adder or even a simulation of some game, but alas, I'm stupid🗿
It seems to me, as a non-engineer, that the air passing under the car into a fully open transmission will greatly slow down. Also considering the high ground clearance
Сорян за задержку, Ютуб не прислал уведомление. Мод - Addictive Loading. Заходишь в стандартный список загрузки построек в игре(значок папки) и там вместо того, чтобы нажать снова значок папки жмешь на значок рядом(какой-то другой, не помню). При нажатии на обычную кнопку загружается первая постройка, чтобы загрузить не удаляя старую жмёшь на кнопку рядом
I used a mod for resizing (scale mod) and delimiting the maximum possible values (unbound). Personally, I don't consider these to be mods, rather they are very much missing features of the game. Yes, this is a cheat, but then let it be used only in creative mode
Please, help me, i'm losing my mind. Curently, i'm trying to do fully working tank (over a year by now). All parts, engine, transmition and traks are good but when they are apart. The moment i try to assemble them, everything is going wrong. I hate gears in besiege, they are horible. To be fair, idk what to do anymore, i can't. I'm defeated 😢
If the mechanisms are made without scaling, then assembling a completely mechanical tank is problematic. If with a mod, then it depends entirely on you. Highly dependent on requirements, you may want to add a gearbox to the transmission, which cannot be done compactly. You also need to be able to correctly adjust the parts to each other; what seems impossible to you, someone else can do without any problems. Therefore, it is not entirely correct to talk about the crookedness of the game mechanics. Yes, some mechanisms are impossible to make because of them, yes, the rigidity and hitboxes of the gears are frankly terrible, but for almost all of them I found an alternative solution. Describe specifically what the problem is, I will help.
@@Besiege_games, where to begin. I'm bulding with scaling. At this moment, i don't want transmition, i want it to at least drive, but even if all parts works appart, when i assemble them, they stops working. For example, my transmition has 2 gear (forward/backward). When it's just transmition, it works, but when i install it inside one side stoped working. The next thing is engines. My engines have too much speed but lack of power. Traks is another topic, i just want to male them work but track always falls out of bracing. Is there way to make transmition simplier, make engine have more power but speed and make tracks stay where they should be without a lot of blocks
@@heywin6059 Sorry for the delay in answering, I was busy at first and then forgot to answer. 1. The brackets are "limited" on their maximum speed, so by adding a few brackets to the motor it will become limited in its maximum speed. The fact is that the brackets are not “limited” with infinite force, so in order to limit the speed of powerful motors, several brackets are needed. You can just copy them. 2. Yes, there is a bug where when loading a building at the same time as another, one of them stops working. This also sometimes happens when copying individual blocks. Alternatively, move the blocks a little, this may work. Just move the block 0.01 forward or backward, sometimes you need to do it several times. 3. With trucks, I can advise you to look at mine or some other video with ready-made models. Also, to hold the tracks, just make the hinges on which the plates are attached wider and be sure to add a track tension system.
@@Besiege_games so i made a tank (like 3 months ago). It's self propeled gun named "Tranka"(like stug III). It's armed with 120mm cannon and lightly armored. My "new" engine makes 2200n/m but it's barely enought to speed up to 17-20km/h. Now i'm using axel linkages in transmition istead of cogwheels. It's crew cosist of 4 crewmembers. And i'm using mod for tracks. Mostly because of multiplayer purposes. But, now progres stopped. I have no time for it 😢
Read my last post. Here is an animation of the operating principle of the engine: cloud.mail.ru/public/espw/rRePJfCsH In the video it seems that the engine works incomprehensibly, but in fact, I just copied the engine from the animation and rotated it 45° several times.
Если здесь выдерживает нагрузку в 5к н*м(вал, на который наматывается трос), то в танке в любом случае потянет. Если танк размером в пол карты и двиг 10к н*м, то нужно чутка больше отмасштабировать всё сцепление
It’s unlikely, the engine is low-power even with a large number of springs. Having already had a little experience in this topic, I can make a much more compact and efficient engine, but I’m still not sure that its power will be enough. For a light helicopter, a 2500 nm engine is sufficient, in which the control will be not with a propeller, but with the control of the helicopter due to flight blocks. The engine should be light, compact and high-revving, when this one will really weigh a lot and produce too little torque. If the engine turns out to be efficient enough, then I’ll try to put it in a helicopter
I’ve heard a couple of times about horse sulphurs, that the Russian community has made a stand that measures horse sulphurs. Only without setting it is useless, it measures the number of revolutions under load in 30 seconds and if you have a low-speed engine, but very powerful, then there is no point in this installation. If you add a variator here, the installation will really be better than the classic method of measuring with ballast. Show me an example of a stand for measuring horsepower, maybe something has already been invented, but I don’t know yet
it really is ingenious having an armor plate that absorbs the impact by swinging. It would be interesting to have sort of a gutter to direct the cannon balls out of the back of the car safely while in motion like an exhaust. I've tried building a car like this for so long that doesn't break under stress, it's really cool to see you've gotten good at these.
It is for this type of engine that it is quite easy to make an exhaust, because here the piston pushes out spent cannonballs, when in the first model they were sucked out by vacuum blocks
@@domchubs5836 The cannons operate at zero power. The engine is called an internal combustion engine because the cannons do not push the pistons, but only create cannonballs inside them, due to which the pressure increases, which the armor restrains
If you would want, a way to boost efficiency in this kind of engine is to allow the wheels to spin while rotating, it would reduce the friction the piston experiences with the wheel. It is even possible to add two wheels per cylinder (on opposite sides 180 degrees apart) to have 2 times the power strokes per revolution, giving you more torque and more power. This would make it much larger though. I used this kind of crankshaft for my piston engines since it allows for easily building massive arrays of pistons to make up a single cylinder.
I was never able to make a rotor with so many (I don't know what to call them) ends, that must have so much torque. For measuring power of these engines, you can attach a heavyweight flywheel. When the engine is not actively applying power, the heavy swinging mass pulls the crankshaft along until the next power stroke. It works sort of like a kinetic battery, you could even add regenerative braking this way (not sure what use that has).
A great idea, but due to the enormous amount of time spent setting up the sensors, the engine simply cannot be stopped. If, however, it does not have enough torque and it stops, then it will start on its own
This is so cool! I make this kind too. It's really interesting how you were able to make your rotor shaft flexible, this is a problem with mine. They can rev high if you create the rotor out of components that are lightweight and don't make a lot of drag. I think the highest I got mine to go is 400 rpm, but it wasn't practical, I never found a way to make it last under load.
Wow, I didn’t expect you at all on the channel) I was inspired by your engines, I tried many times and all the models were unsuccessful. But after downloading yours and seeing how it works, I made this engine. Yes, it is not very revving, but for that it has a really constant high torque. In fact, I was very lucky to create it, I literally randomly positioned the sensors perfectly on the first try, but saw that they intersected and changed their positions for three hours, but the engine refused to work. In the end I left it as it was
wow we both commented on each other within minutes, the odds of that must be crazy. If you would like I can give you a link to everything I built if you find any cool concepts. @@Besiege_games
@@domchubs5836 No bro, I just received a notification and came in to answer. Very often I respond to comments almost immediately after they are written. Now I’m not in the best condition, let alone playing or recording a video about anything, so don’t think anything bad if I don’t ask you to download any building in the near time
Thanks for the tutorial! This is great for understanding how these engines work. I _do_ wish someone watched my videos on KSP. I stopped posting a while ago.
@@user-kx5cg2vr8r До сих пор не понял, что и где я говорил. Кстати мозг и работает на 100%, но только отдельные участки. Например, если ты активно пытаешься решить задачу, участок, отвечающий за мышление работает на 100%, когда, например, мозжечок(отвечает за движения и координацию) практически не работает. Поэтому и считается, что мозг работает не в полную силу
No, honestly, the engine is very simple to build. The hardest part is setting up the inclinometers. The engine is speed limited due to the maximum opening speed of the piston, so piston engines physically cannot be high speed
Sorry guys, the developer of the program with which I edit videos made a patch that prohibited all possible ways of using the program, which is why I switched to another program, so now the editing is a little different
Cannons are so hard to get reliable engines from. I feel like they produce very little torque. Doing it this was is smart its like you save a lot of the torque through the cannon balls interacting with the armor. Pretty neat engine good job my friend!
Sorry, but no matter how hard I tried to stabilize the hover using steam alone, I never succeeded. The vibrations of the building enter into “resonance”, causing it to sway even more. Without an additional active stabilizer, the hover does not fly stably. I tried to make thrust and stabilization using only four cannons (when stabilizing, the cannons produce less thrust, and when gaining altitude, more, this is done using timers), but the hover does not fly stably with either only four or a separate traction cannon. Yes, I said that the construction was finished, but I thought that I could still make it fly using steam alone, alas, I didn’t succeed. Sorry
@enzodiscoverymoonlight The building was not ready for filming, I wrote that all this needed to be adjusted, where by corrected I meant to make it fly stably. I couldn’t get it to fly stably, a lot of time and attempts were wasted, but the building can’t fly without an additional stabilizer
Cool conpact loader. I'd like to think something like this could've been made by humans ages ago. Besides the advanced metal tread haha. I would love to see you make a walker btw maybe a bi pedal one.