So, the reason this is so unstable and spins (my theory at least), is that it's top heavy compare to where the thrust is pushing, like balancing a broom on the tip of your finger. So you try and correct a tilt but by then it's already tilted more, so you correct, and so on. It may not be a fix, but if you move the thrusters up a little (even tho it looks cool how it is), or move the center of mass down, it might be easier to control. Another potential fix is if you put 2 opposing rotating disks on the flyer it might stable out, they don't have to be very big I don't think, but just to add some gyro stabilizing like Kans helicopter to help you out. Another factor to think about while making flyers (and hovercrafts) is that weight is a big player. Obviously it helps to be light. But you need inertia so the craft isn't twitchy, but too much inertia (from weight) makes it too tifficult to react, and therefore recover from spinouts. It's a fine balancing game when it comes to weight. Yet again, these aren't guaranteed to work, they are just my ideas.
Fliers are usually quite expensive to run. My first one is like a halfway between yours and kAN's. Flies and lands like a copter. But, also includes some ineffective angled, ground sensing hover jets. 20 blocks isn't enough for a sensor. Nor fish eye vision. You've done well on the design front though. Managed to keep that rugged jeep look with a fairly stable flight core.
The style is great, I was happy to see the weight balance was fixed when the weld was fixed. And yes, stayed true to it's predecessor. Maybe you can fix the collision with stubby wide pipes. Just balancing where in the angles you put them you may be able to just use one per wheel well.
How to fix the flying truck Step 1 invite kAN to have a good laugh at what he'd think is a simple mistake Step 2 have kAN do his fix Step 3 realise he's made it worse and revert to current version Step 4 learn to deal with how it flies as it looks brilliant as it is
I've found that using a gas engine for the pitch glitch works really great. It's incredibly responsive and you can hook it right to the seat. So you press W to tilt down and S to tilt back. No need to rebind keys to controllers. Props to Fant00 for showing me that trick. As for the rest of it, people seem to have good suggestions. Pull rather than push when it comes to thrust and balance, balance, balance.
So from my own experience with scrap mechanic flyers, the left to right yaw, aka the list your experiencing is unavoidable without some yaw stabilization using smth like a suspension stabilizer. It shouldn’t hamper your flying experience too much assuming the thrust vector is facing straight up I.e. it’s balanced. Also I think you shouldn’t have the thrusters facing diagonally like that, since it doesn’t actually increase stability, That’s the rocket fallacy (it’s on Google) I mean it looks great honestly but a lot of the fuel is being wasted to the side ways thrust, that’s in the end just being canceled out, I think a 30 degrees max relative to the vertical is optimal.
Keep up the spectacular work! Here’s a tip: it’s worth it to get frictionless block from warehouses and combine it with a thruster sled, yes I know it’s a lot of explosives buttttttt, you won’t regret it
I agree... you're losing a lot of thrust due to the diagonal thrusters... it looks cool, but is chewing through your fuel... thrusters at a lower angle to vertical will give you more "actual" thrust (since you won't be spitting it out to the side as much). This will allow you to lower the thruster settings, saving fuel, and still give you some angle control to go up and down as you please. Just find the sweet spot on your initial angle to give you something close to neutral buoyancy. Probably something like 30 degrees as mentioned by @Rocketeer above I like to set my flyers so that they sink gradually, and I can then just give it a little boost whenever I'm below my desired altitude. But for that, you have to use "pulsed" thrusters. By having them set up to sink gradually, I save myself the hassle when I accidentally jump out of a seat while in the air. A deadman switch is nice, but doing it with sensors is "sketchy". If you decide to go with a Fant-modded world, there is a "character detector" block that reliably tells you whether someone is in the seat or not. Problem with sensors is that as your character "jiggles" in the seat, in reaction to movement, it drops in and out of the sensor's field of vision. You can solve that by using multiple sensors (if positioned right, 2 or 3 seem to do the trick), but that's kind of expensive and hard to place in a way that looks good. Hopefully, at some point in the future, Axolot can revamp sensors so we can adjust the width and height of the field, similar to how we currently adjust depth. That would be sweet! But yeah... love your videos!
cool idea, well executed, also great intro, like the russian, also you could have deconstructed the truck around the spinny wheel so the wheel could stay there, but just removing it works i guess
Kosmo! You need a really terrible/weak stabilizer glitch Of the flyers I’ve made in the past, one was super touchy and unflyable, I added a weak stabilizer so it cancels out the twitchiness, making it feel more planted :)
The fix for it is the same as with Lada... put a sack of potatoes (in this case more concrete) under the passenger seat until it's stable. :D It just needs more weight since the driver seat is a lot heavier than the passenger seat and the controllers, so you just need to change the base of the passenger side with something heavier, and the base on the driver seat with something lighter... if there are lighter blocks than what you currently have.
Likely the variation in thrust of the individual thrusters is causing the spinning behavior. This is amplified by having the thrusters on a high level and far away form the center, causing variations in thrust to result in high torque. If the thrusters ware at or close to the center of mass, then this effect would be drastically reduced. Having the Thrusters far outwards does not make it more stable like you said, as the thrusters are rigidly attached and are not individually controlled.
I really do hope you run fantmod.. could also do filler content with his challenge builds.. love this flyer. Just need to get used to its handling. Or, Instead of adjusting thrust and weight, you could adjust the pitch angles on the thrusters themselves to dial in that balance.. I also had issues where I had to have it on a lift for sus glitch to weld properly.
If you put an engine on your pitch suspension bearings, you can use W S for pitch, put roll on A D sus bearings, yaw on controllers. If you do these, you can use a more vertical angle on the thrusters to counter the corkscrew effect you keep getting
I think this just might be top heavy relative to where the thrust is. Kan's good at the logic and hook up But if you want stability, I suggest Scrapman. He's gotten a much better understanding of how to offset weird weights and thrusts.
Honestly I believe what Kosmo should try and do, is maybe instead for the forward thrust, make the thrusters in the back slowly point backwards more, the the front ones point down with a slight angle backwards that can fix the speed issue, but the stable issue is just the fact that one seat is heavier than the other.
The reason it is unstable is because when it tilts, because the thrusters are angled, the opposite side’s thrusters are at ~90 degrees, which causes it to continue tipping.
Hey Kosmo, not a solution but would love to see a switch to toggle the thruster arms, straight back down for when you want to go fast as well as another switch with an and gate to sensors or your always on button so you can hover above the surface of the ground. I think it's wired, switch and sensor to And gate , then the And gate and the separate always on switch to an Or gate, then to the thrusters to do this, just in case fyi.
suspension glitch basic set up first place a bearing, 90 degree pipe, small suspension, single straight pipe, then another 90 degree pipe on bearing, and weld the second 90 to the straight pipe.
The flyer is inconsistent, bc of scrap mechanic flying physics. If you don´t gyrostabilise like with the heli. The game tries to get the vehicle with the center of mass to the back and since the thrusters are below the vehicle, it like balances on them. that even makes that effect from the game a bit more intense. I´d suggest giving the controllers max speed for more accurate steering and maybe the thrusters one to two blocks further out for more stability
Listing i am going to bet you is part of the suspension glitch. When you use controllers to turn the block gets stuck sometimes and pending how far the block is past resting point determines how bad and how fast the listing/spin is.
Something that I'm not sure about, but makes sense in theory to me. The list may be because of the placement of the bearings on the pitch glitch. Since they only sit on one side of the creation, maybe they add some extra weight to that side? I wouldn't know for sure, but something to check I guess.
Amazing video! I would like to inform you about leaving haybot arms, trees etc that you said in another episode caused lag. That's not it, in creative; scrap mechanic renders all the objects on the map but not in survival, meaning if you leave 1 or even 9 or 20 haybot arms in a location far away your player won't render it and it's not a problem with lag before you enter that area with the arms. It looks like a lot of text I know but please read it kosmo.
Without the suspension glitch flying would be BS due to how much fuel and thrusters needed. It's like devs go all out to make sure you can't fly. Luckily Fantmod gave me ideas to make a 2 thruster flying bike to carry 2 players without using controllers.
the devs should encourage the building of a real garage, not just building platform, just by a random flying drone spotting the base and calling a raid or something if the lights are visible from the sky maybe. I mean I did the basic building platform in my own world myself but I feel that it lacks the immersion a bit this way while it easily could be slightly more sneak enforcing EDIT: also a weight scale would be mighty useful, just for checking how heavy particular segments of the vehicle are (for example your driver seat and your passenger seat with controllers), but I guess you can manually arrange that with a finger pointers and suspension to equal weights of certain segments without knowing how heavy exactly they are, not that it matters, its just a piece of code anyway
Hi Kosmo, I highly recommend downloading the fant mod. It opens up some many more possibilities, it has so many more interactive parts and parts in general it's awesome for survival. I initially didn't want to play modded too since i kinda saw it as cheating but eventually I tried and now can't imagine playing without it. It doesn't really simplify builds just gives you the opportunity to expend and try really cool stuff you could never do in vanila.
Just a heads up. If you start using Fant Mod in your own world but play vanilla with Kan then you'll have to rewrite the game files every time you switch worlds. It's not that big a deal, but can get annoying.