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.
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
@@rhysevans3183 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.
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
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.
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
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.
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.
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
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!
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?
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'.
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.
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.
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
(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
@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.
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.
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.
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.
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.
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.
@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.
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).
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.
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
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.
Based on watching the video the assuming scrapman was moving on average 285 kph for 6 seconds he traveled roughly .475km given that the rocket fired at 10° and assuming it's trajectory is symmetrical the rocket traveled roughly 0.48232 km in that same 6 seconds getting you an average speed of 289.392 km/h
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
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
Can you please make a video where every time the opponent disables the other person, the loser has to remove a certain number of blocks on the winning vehicle until one vehicle is completely disabled
I dunno if this has been done or not but you should do a Rocket as in rocket I mean those lock on rockets but you should make a rocket powered plane or something similar to your other things but just uses those as a engine since they do provide some amount of knockback
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
Scrapman, I just wanna say that the rockets speed is relative to the vehicle it's in, if you're going 250kph and launch a rocket. It will start at 250 and then go much faster
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
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
Because the rocket travel on an arch, it travels more distance than you on a straight line. Even if you match the hitting spot it still travelled more distance in the same time as you, therefore it’s faster