Since it's only right turns the whole way, i wonder if he had used a bit of asymmetry or the angle of the wedges infront of the engines to make the vehicle naturally pull a bit to the right to reduce the amount of extra steering modifications needed to make those right turns he struggled with
Scrap man, I don't think you're grasping the concept of aerodynamic stability quite well. Wings at the center of mass give you the ability to redirect your velocity without adding any stabilizing effect. They only help you loose less speed in turns. You could have gone with full gyro turning and just added some aerodynamic vertical fins to the front and rear, putting their average force at the CG. That way your craft will not try to straighten out when you stop turning, and instead redirect it's already gathered velocity to the direction you were pointing.
I think what you need for these kinds of races is two steering setups. One for shallower steering angles, and then another for sharper steering angles. Imagine for example if your tail was two servos stacked below each other. The first servo could be controlled with A and D, with say a steering angle of 15. The second servo could be controlled with < and >, with a steering angle of say another 15. For shallow turns you just turn with A and D, and the for sharper turns you can add < and > for extra steering. Think of it as similar to a nitro boost during straight sections of roads, but for turning instead.
What I would find interesting would be an attempt to create input smooting for keyboards using the new accumulator part. So the idea would be to create an accumulator which is reducing it's value every tick and then have inputs increasing it by more that this amount. This way you could create a vehicle with variable and configurable steering/speed depending on how long you press the button. For some turns in this race I think this would have been great.
Instead of horizontal stabilizers, you can put the pitch gyro on max, remove the controls from it, then hook up a logic gate to it, and fine tune your sensitivity through the gate
@TimEriksson-w2n it won't be pointless, since his pitch was way too "gerky" and it caused him to lose a lot of speed, doing the method I've said, would eliminate this factor and might just give him this 0.5 sec that he needed.
@@PainApple96 He needed that turn to get around the final turn. If he reduced the turn the gyro would give him by using a logic gate he wouldn't be able to make the turn.
I love the creeping dread. Starting with: I'm worried I'm gonna do this right away without any evolutions... and ending with: Oh no, everyone is glitching so hard, how do I even get close without a whole can of cheezewiz...
i don't think ScrapMan understands just how good he is at this game though. he's doing EVERY race glitchless, and while he may not be taking top, or even podium, most times, he's still beating out, or at minimum right on the heels of, glitchers.
Weren't Tail Propellers one of the strongest propulsion parts? I seem to recall Scraps sound barrier video required only like 3 or 4. Maybe im wrong, but i always think of this every time he makes a race video so im actually gonna say it this time
Video Idea : It may be stupid but, you should test out the durability of most iconic blocks, such as seats, wedge etc. In theory they mostly should be the same right, but what if it's not?
Second attempt trying to get ScrapMan to add a button to toggle high/low turning ratio so it's able to do smooth sharp and shallow turns. (It's pretty much just a multiplication)
Flashbulb *really* needs to go back and update their old Campaign modes. The parts released with Motorhead, the logic specifically, would make Stranded in Space so much more interesting!
Could you use a key to enable the second servo, allowing smoother shallow turns, then activating sharper turning when needed? Maybe an and gate or multiplier? Also, the constant returns to zero seemed to cause a lot of instability and counter-rotation, at times requiring additional adjustments, compounding to bleed off speed.
I know it would be a lot of effort and probably not worth it but i would like to see you do sort of an evolution going through the different race classes starting at a lower one then moving up to higher ones
I think in an effort to save speed in turning, you lost speed throughout. While you created more drag with sharper turning, you also had an average higher speed since you spent less time turning.
If the devs can't/don't want to delete the major glitches from the game, I wonder if they could make a system that recognizes the known glitch setups and places those vehicles automatically into their own "glitch league".
SCRAPMANNNNN EVOLUTION DOGFIGHTERSS PLEASEEEEE. It could be separate evolutionary paths (each player sticks with the same plane they had from the start but changes it each round) so that there's more diversity and like reactionary evolution and stuff Eg if your opponent uses thrust vectoring, next round you could put on an emp instead of an extra smart cannon
you should do the circuit race, even if you dont get suuper high on the leaderboard you'll learn + show us a lot about the tires and other racing stuff thats complicated.
You could make variable steering. The front steering goes onto q and e And then for the last turn you press d and e That way you have reduced steering for most of the race but in the last corner thats really sharp you can use all your steering ability by pressing not only d (the back) but also e (the front)
Middle steering? At these high speeds its all about redirecting your speed without losses as much as possible. You might also want to explore quantum ruders or thrust steering/strafing
"This is either going to be a really short or really long video depending on how easy this is." *Me looking at the youtube play bar and seeing 30mins* Hehe scrap is gonna have a hard time with this one.
Perhapsky you have to use double controlled steering where you can add sharpness of the turns while using only back steering for other parts. Map other ones to arrowkeys or mb4 and mb5
It didn't show it in the video but did you disable air control on the seat? Just wondered if that might have helped you dial in the fine tuning on your controls
Where the faster ones was gaining time they went wide for the speed and to kake the corners not as sharp and went tight where they could to cut down distance
I have a video idea: you coukd try to make a vehicle that is fully automated and drives a race without any imputs exept for setting it up in the right way
i think you could have gone faster if you steered with roll and then pitch instead of with yaw. It would have reduced weight and maybe it could have fixed your steering problem?
You could Just roll and Press s to pich Up but in a way that you can make a Turn Like you Press d and when IT IS in a 90degrees engle the Press s for a Turn.(Pitch Up)
I dont even play trailmakers myself yet and I follow the videos for some time now. Whenever Scrap is talking about 0-drag and UFO glitching I can kinda immagine but I have no Idea what it actually is. That being said I dont think its a good idea for scrap to explain on youtube as that would probably explode the usage of those with the viewers he has.
@@MaxRhodeCarstensen yeah, 6th was possible no glitch with less than 30 hours on the game so people with experience can do really good, I kinda regret glitching for 3rd
Yesterday i was quite bored so i looked in the air race leader board and saw Scrapman go from number 12 to 10. I also will say that if Scrapman does drag race next, tyhis comment has to get 100 likes
The powers tailfins are exactly the same in functionality as the old tailfins(before powered tailfins were added) and all old tailfins got turned into powered tailfins as to not brake thousands of working vehicles