Some general tips: If a block takes enough damage, it will disintegrate or as the game calls it "make scrap," so that is a reasonable possibility. This game has a dedicated block for detaching parts. This way they respawn when you repair your vehicle. They can either detach the blocks and make them a separate object or delete them based on if "make scrap" is on or off.
I think something that can be useful to know for this kind of build is the transparent material in the paint menu, so that you can see inside a mechanism.
This is a neat way to build an engine in TM! Some advice/tips: as far as I know changing the pitch of helicopter blades doesn't affect them at all - they also provide thrust in the same direction no matter which way they rotate. Also, one thing you can do to get more thrust out of a low-torque engine is put the heli blades on extension pieces so there's very little extra weight but they end up spinning faster. I tend to use pipes for this even though they're aerodynamically awful. Finally, instead of servos you can use something called a 'spinning servo' (IIRC) that's 2x2x2 and doesn't require configuration to spin freely, but since you already have everything set up with regular servos it's just an effort-saving tip for your future builds.
I think you could revisit this with a lot of the new mechanics in TM! Also, using concave, rounded pieces might give you a smoother interior for the pistons. Just as a general tip for trailmakers, trailmakers, there are two types of collisions: static and active. There are static collisions like when you use a distance sensor to permanently fix a hinge in place, the blocks attached to this hinge give a static collision that basically pushes against other static blocks it makes contact with. The active collisions are what you experienced where moving objects collide. For whatever reason, the flat connectors (braces) only avoid collision on their flat side. So with you rotating them, they collide perpendicular to the rest of the crank. TM collisions are kind of unpredictable at times so usually it's just trial and error and sometimes the collisions happen and other times they don't.
OOO, beautiful!! One solution to your conrod hitting issue would be extending the rod to be insanely long so it changes it’s angle less as well as reducing stroke or just make a huge bore, I took your crank design used a 2 block stroke and a 24 block rod and the piston fit
Something I also saw that worked was to make a. Opening for the rod to fit but not the piston like a 2 block gap for the rod while the piston is 4 wide, wish I could design like you but I’m content with concepts
Please play scrap mechanic again! It’s an amazing game, and I’d love to see what else you come up with. I’d love a survival play through using super weird creations!
The reason that some of the connectors had collision and others didn’t probably has to do with weld groups. A new weld group is created for every mechanical piece, and the pieces attached to it. Two weld groups right next to each other have no collisions, but if they get further apart they will have collisions.
I've found that if you use the skis and put them on the cylinder walls and piston, the piston will slide up and down without falling out as well as not binding up. Basically you put skis on the piston then put a skis on the cylinder wall with the skis contact points touching each other
Quick suggestion: Use the hoverpad glitch in trailmakers to make an engine, and then use gear ratios to make it high speed. The hoverpad glitch is incredibly high torque low speed and activates when you put blocks directly in front of hover pads. Also since I don't see many people commenting about it, the reason the wheels go so slow in this example is because they are actually in what I like to call a "Locked" state. This occurs when (A) A vehicle has (Trailmakers provided) engines and you leave the seat, or (B) A vehicle has no (Trailmakers provided) engines. Edit: "Locked" basically just means the wheels have brakes on
The way the helicopter blades in TM work, they create an upward lift based off the top off the blade, so angle them decreased force instead of increasing it
Red Captain, I think you should try this again with the final version but remember to properly out of faze, because the final version only had the pistons going 1 2 1 2 instead of 1 3 2 4 like it was at 14:11
I dunno about trailmakers, but Terraria has circuitry and logic blocks and environmental hazards that can be triggered by circuits. I'd like to see how feasible a 'programmer' class is against various bosses and invasions. You can build arenas to fight bosses in (that's actually the intended method, so you can easily control for lots of variables.
also, to drive the power directly through the bar you could have used a helicopter engine but put the spining part atached and the rest would have spun.
As someone who has around 200 hours in this game. If you put a wedge piece in front of The cannon projectiles, the cannons will shoot through, since the wedges have a non-square hitbox. The projectiles can't quite track the collisions of its right in front
If the snow ball shooters do not have any backwards velocity when shot, could you try and shoot an attached platform in front of your vehical. kinda like a "sail" if you think about it.
The explosive cannons deal aoe damage while the small calibre cannons only destroy the block it hit la directly, and all the pieces act the same way towards cannons
you could also make a transforming car or forwheeler kinda like in gta online where pu press a button and the wheels fold into the car and it's a submarine or jetski or something
@@astrohahawashere it does have quite in-depth logic but the way it works isnt super similar to scrap mechanic though there are some things that are alike
i realized that your first few cylinder designs did not have any counter-torques for the helicopter engines which was probably causing unwanted movement in the creation
He would've solved so many problems in if he made the pistons bend just under the piston heads instead of them being completely rigid lol It would've been easier to time and would've been easier to hit with a cannon.