This Engine Accelerates Slowly, But Can It Still Break The Sound Barrier?
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- čas přidán 6. 05. 2024
- Welcome to another episode of Trailmakers! Today I want to try to break the sound barrier with the RAW Engine. It has a high top speed but low acceleration. Will that be enough to go supersonic?
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About Trailmakers:
In the toughest motoring expedition in the universe, you and your friends will build your own vehicles to cross a dangerous wasteland. Explore, crash horribly, use your wits to build a better rig, and get as far as you can with whatever spare parts you find on your way.
Welcome to the Ultimate Expedition!
Journey over grueling mountains, hazardous swamps, and bone-dry deserts on a distant world far from civilization - it is just you, your fellow adventurers and the amazing, jet-powered hover-buggy you built yourself. Explore, crash your vehicle, build a better one, and get as far as you can with whatever spare parts you find along your way.
Trailmakers is about building very awesome vehicles and machines, but you don’t need an engineering degree to get started. The intuitive builder will get you going in no time. Everything you build is made from physical building blocks. Each block has unique features like shape, weight and functionality. They can be broken off, refitted and used to build something new. Individually the blocks are fairly simple, but combined the possibilities are endless.
Expedition Mode is the challenging campaign mode of Trailmakers. You are competing in an off-world rally expedition with only a few building blocks to get you started. You must build, tinker with and rebuild your machine to progress. Journey through a big world, overcome deep gorges, angry wildlife and dangerous weather to progress and find new parts that will juice up your machine. The world in Expedition Mode will test your survival skills and ingenuity.
Sandbox Mode is where you want to head for an unrestricted, sandbox, vehicle-building experience. Here you can build anything you can dream of, and play around with it in the world of Trailmakers. It is a great place to test out crazy machines, and experiment with the physics engine. With tons of different blocks, hinges, thrusters and interactive vehicle parts - the skybox is the limit.
Trailmakers is even more fun if you play it with other people. Build cool vehicles and compete in mini-game modes with your friends or other Trailmakers online. Build a helicopter, send it to your friend, and shoot them out of the sky. Put two seats on a tank, and let your friend control the turret. As we get further in Early Access development Expedition Mode will also be adapted to multiplayer.
Learn more about the game on www.playtrailmakers.com #scrapman #trailmakers - Hry
One thing we discovered in one of your battle bots multiplayer episodes is that MORE WHEELS on the ground equals more ACCELERATION. So since the limitation is the map size, maybe more wheels could help the vehicle reach its full potential quicker.
also he could have used skis to mitigate the sinking wheels
@springy194212 also depending on if skiis overide wheels when place on the same elevation you could fill out the aerodynamics with skiis (overide as in similar to skiis sticking out enough to be whats in contact rather than a regular block
@@KitomiKotiri or with flat connecters
which is better because skis weigh alot more
and also that smaller wheels make you go faster, he couldve used g o kart wheels with them spanning across the sides of the car, it couldve been so muh better
wish they had updated Test map to have the borders work like Space, so it teleports you to the other edge
they could even maybe iron out a few kinks in the process
yeah that's exactly what i was thinking; maybe it could be an option when you choose to load up the map
@@ShrimpLTD why would it need to be an option? if its just infinite you wouldnt need the smaller map
@@Crazyclay78YT I just think it's nice to give players options
@ShrimpLTD I mean yeah, usually that's fair, but in this case, by updating the map you're making the old version obsolete. In this particular circumstance I don't see the need for an option personally.
Fun fact, the chrome bumper blocks in the the bumper decor section has the connection points of a dynamite, and it has no aerodynamics, so using them for speed builds are preferable
no drag glitch exists (if youre saying it can be used for that)
it uses the aero of the block behined it like most blocks in the decoration tab
using a type of no drag glitch would ruin the fun
@@sparrowEP and scrapman said that he doesnt want to use it for sonic boom videos
@@DerpyNub no drag glitch ruins the fun for everyone
Why make a build designed to go as fast as possible in the constraints of the game and then remove one of the core constraints of the game? It would be like adding a modded engine with infinite power. Why bother at that point?
It frustrates me so much that Scrapman added that two block on the side, when he could've just used the flat conectors. (The same ones he used at the end of the vehicle.)
As others said use some boosters on detachable blocks at the back.
Also Multiplayer spleef idea, randomized mortars (merging your and kAN's idea)
yeah if swapped the seat out with one engine he could've done that so easily and saved on his precious points of aerodynamic resistance
ive had this idea for a bit and have tested it with some friends, air battles with tiny planes, and they have a maximum of 15 blocks and 1 dragon engine
6:10 *_BEHOLD! THE POLLUTINATOR!!!_*
average volkswagen
The Slim Wheels on regular creations have very poor grip and speed because they have very little wheelsink. All wheels have a set grip value, and that is scaled by how much of the wheel is touching the ground. Wheelsink helps to get more realistic grip, at the cost of, well, the wheel sinking into the ground. In 1.7 (i think?) they changed the wheel model to make it _look_ like it didn't sink, but that's visual only.
The racing wheels would have worked like a charm if there were more of them, because a creation as heavy as your RAW Pencil will naturally have problems with wheels that have more sink than the Slim Wheels.
TL;DR, slim wheel have not much wheelsink, other wheels have too much wheelsink for the weight of the creation, and that's why they dragged the engines across the ground.
Yeah instead of fixing their dam game they just add a visual and act like everything's OK! I and it has no difference i swear every time I build a heavy truck it's always slowly doing the "you spin me right round" I wish they would just fix their physics because there's so many problems they've ignored for years like this one 😑
how about using thrusters to simulate a longer runway and turn them off before the engines don't/wouldn't pull anymore. maybe even detach them to lose the extra wheight.
That's a possibility.
I've tried it and then I got as low as 20 raw engines. Although the jet engines had to push them till 1150 kph.
Hear me out, vehicles vs God.
Three people build vehicles and then either complete challenges or races on something like race island, and then one person hosts the game and messes with the session settings. For example, you could do a boat race, and then the “god” changes the wave settings to mess with the racers. Or maybe car races but the host messes with the gravity. You could take turns being the host or do it like you did the Hide & seek or the spleef maps, with the different video from each channel. It would be a really fun and interesting video to watch.
Vehicles vs God out of context sounds wild.
1 hour gang
Actually a goood idea
@@sardermd.keramatali8524 cars: yeah screw you god
That'd be pretty cool tbh
Just a heads up Scrapman It will take over 200 bulldawg engines to break sound barrier suffers same issue as raw engines you will need to run corner to corner.
I had a lower number. I try to check tomorrow.
I think there's a lot more that could have been tried with the wheels - i.e. more wheels, different wheels lower down (even at the cost of aerodynamic profile), etc.
I also wonder if you could use a good few less engines in the centrifuge, since you have effectively unlimited space to accelerate in.
Centrifuge seems unreliable tbh, other wherls are def worse, but it wasn't an optimal vehicle
One problem with centrifuge is that it still isn't huge enough for a 40 raw engines "stick" to not bump its nose on the ground imo
@@SneakyTogedemaru I agree, but there's also a part of me that thinks using a different design - either not a "stick", or having the wheels directly at the front and back (i.e. not having a nose) - might still allow you to use less engines despite the worse aerodynamics.
@@justadude7455 no, stick is definetly the way, you can lose up to 200speed if you use less power
by adding like 2 points of optimal aerodynamics
what if you tried this in the centrifuge? it should add some design challenges for potentially unlimited room to accelerate
Quite some time ago I've actually tried breaking sound barrier there. The problem is that when going above 900 km/h you start bottoming out because of the curvature. I don't think it's big enough unfortunately. One could make a custom centrifuge, way bigger that one made by Devs, maybe then it would be plausible.
@@StrangeQuark97skis to try to mitigate that?
Maybe in another episode you could try to break the sound barrier with the least power cores possible
Please do a video o where you try to improve all your old sonic boom creations with your new knowledge
Max complexity hovercraft or boat would be insane
The best I can manage is 28, and it just barely has the sonic boom when going corner to corner.
I used 4x4 wedge pieces as the nose cone, to the side and front of a go-cart seat with skis under it, the skis are covered by the nosecone, 4 wedges in total. 4 long grid block behind the nosecone, across the top, as a connection point for the engines. I have the engines side-by-side, intake side down, in-line with the bottom of the wedges. This is 14 deep, connected down the side with flat connectors. On the back I have 2 slim wheels, inline with the engines, connected with flat connectors. The only aerodynamic markers should be on the nosecone.
Notes:
It has to be 2 slim wheels. All the other wheels sink into the ground when similarly attached. 1 wheel is imbalanced and the vehicle slightly tilts to one side and drags, and more than 2 wheels has too much friction from the additional tires.
The engine has to be air intake down because the hitbox is slightly smaller that way and causes less rubbing on the ground.
Ooh, even 28! I got it down to 30 with a lot of the same setup.
I think you forgot you could take away those front side wedges once you moved the wheels down, could save a lot of resistance
He also could've swapped the seat around with an engine to get better attachment points
I used 29 engines by using flat connectors in the front (to reduce surface area of the nose) and skis in the back. Keep it up SM!
It seemed like you forgot that you can use the power cores to count the engines (divided by two)
not with a gyro, you would have to subtract its power cores too
@@Crazyclay78YTwow such a hard task, one gyro, just subtract that at the beginning and then divide the number by two to get the amount of engines
@@bbittercoffee bruh I'm just pointing it out
When replacing the front wheels with skis and therefore reducing the aerodynamic profile to a 2x4 shape you can reduce the amount of raw engines needed to 29.
This indeed!
I wanna see a retake on old sound barrier videos, where he improves the old attemps. Maybe a special longer video as a anniversary for the first soundbarrier video. Would be cool imo
you could swich out the seat and get beter airodynamics with flat conectors
also for the acseleration you could put a roket thruster on a detacheble block
Engine counting: The total creation/vehicle core count is in a hexagon on your speedo; you can determine engine count for these one engine builds fairly quickly/easily. For the ones you used in this video: subtract 1 for the gyro, then divide by 2 (cores/engine), giving you engine count per iteration.
Apologies if I have duplicated someone else comment/suggestion, I'm not sure how to search the comments properly without manually doing it.
Try building a drone with quantum drive (propulsion using quantum rudders). Most use it to achieve really fast speed but this can be used to lift very heavy objects. I built a drone that can lift 35,000 kg.
what about skies at the back instead of wheels?
Put a rocket engine on it and detatch it when you're at a good speed. Give yourself a running start
Or any other engine just to get quick speed and than relaese (or make them stop pushing)
Thats a bit of cheating, but i agree
Try altitude sensors (set to -500 altitude and 0.1 output) connected to every engine and it should skip their ramp up time.
I'm not sure if it will work for engines because I only know that it works for thrusters.
I suggested this too. Either that or petition the developers to make an infinitely large test area
@locke_ytb actually 0 works too (at least on Xbox version tho I think their all the same)
You could have put 2 engines side by side because there were 2 out of 3 wedges anyway for the wheel attachment points. You'd get a higher ground clearance and could experiment with the other wheels again.
3:17 All accessories other than the noise block have no drag, so you could just look for something in the accessories category that would connect the wheels
Ok so what we need next is a test on the fastest wheel. One vehicle, swap out the wheels to see what works best.
You can make the body 3x2 (with the wheels bigger vertically, but the same horizontally) by using flat connectors.
You can make the wheels not take up a whole extra block vertically - you can make it stick out e.g. 0.1 blocks by using a piston (I wasn't successful with this, weird aerodynamics), or by using a steering hinge to lower them a bit - this works, I was able to get I think 31 engines.
You could use the ski with your first design and use the effect of the ski lifting the vehicle to allow the wheels to stay inline with the the body.
i think putting a ski in the middle would help with the dragging and bending of the vehicle. i also think it would solve the problem with big wheels because now the vehicle is also being lifted by the ski
Felt like you didn’t need the extra wedges on the sides. One thing I learned from a previous sound barrier video. The ski’s seem to take the friction off the wedge. Might still let the wheels grip without falling into the floor.
the armor plates when laid flat also work as aerodynamic blocks, and they're really good too
Weird thing is that these look like drag car engines but have low acceleration.
@Scrapman Possible fix for the map being too small:
Add some boosters to get close to breaking the sound barrier, then decouple the boosters.
Now you can see with how many engines you can keep accelerating and break the sound barrier or not!
At least you will have a lot more map to test with :D
Video idea: Race against friends, but you can use only specific blocks: Basically choose randomly one block from each category, and you may only use those blocks to make your racing vehicles.
I would want to see a video on using any building material and as many as possible, but see if you can break the sound barrier in less than 3 seconds from you activating the build but explosives and throwing the seat can’t be used.
The test map should be like the space map and warp you to the other side
I wish the devs would make the test map endless just like the space map
Create a corner alignment vehicle that is just a big square frame with an opening on the diagonal. Drive it into the corner and deploy anchors. spawn a vehicle and back it in roughly straight, then deploy slow pistons to align the vehicle without damaging it.
We need a revisit with this, there has to be a way to make it accel quicker
please please do this again with all the suggestions included
I'd love to see you try with the bulldog engine!
One thing iv'e discovered with the go-kart seat is that your head has aerodynamics, it's slight but can be the difference.
something to note is that even though Scrapman may not be the most elegant or best builder, the way he puts on a show is the reason he gets views and subscribers.
Trailmakers: how much polution do you want?
Scrapman: ALL OF IT
slim wheels are the only wheels that don't deflate under too much weight.
great video very little editing but still very entertaining
Yes. Try with the bulldog.
Also, with wanting to improve the aerodynamics in front of the wheels, use an armor block. I did that to improve the 'flow' for a lesser item because the entire block area is affected, and armor pieces have high aero arrows.
The wheel sink issue was never actually "fixed", the devs just updated it at one point to have purely visual tire deformation instead of allowing the whole wheel clip into the ground like it used to. It still functions identically though, each wheel can still only bear so much weight before bottoming out (like a spring), so more wheels = more resistance to sinking = more ground clearance. Usually this isn't an issue with 4 wheels (unless you have a really heavy build), but you're practically guaranteed to bottom out with even the smallest 2-wheeled vehicles, let alone a 2,000kg needle trying to break the sound barrier
ScrapMan, it seems you have taken on the challenge. I wish you luck on your endeavors. Also, try doing a YCIB video with my comments I have made talking about it and displaying ideas.
I wonder if adding ski's underneath would help with using the other wheels. Then maybe you might be able to bring that number down with the improved traction.
One way to make the map 'longer' (assuming these engines do not have a RPM stat), attach on booster engines so you can get up to 1000 KPH, then detach the boosters so you are getting up to their max speed.
The goal here is you want to see speed and not the limit of the map’s largest dimension.
Hey scrapman, I finally booted up trailmakers again and did my own experimenting.
I wanted to try one engine next to the other . And it is surprisingly faster by a good margin. With the same amount of engines, the same amount of wheels basically just one is shorter with more aerodynamics and tbe other is longer with less, like yours The only thing i can think of is because it is half as long as the other.
I even did a drag race, staring at the exact same time. I could tell in the start that they are the same, but after a bit, the double wide pulls ahead by a very noticable margin. Which is really interesting.
Maybe a video on exploring the mechanics of this idea or any other weird trailmakers' high-speed building tactics would be cool. Just so we could all try and understand even more about how Trailmaker's physics works.
Notice: Theres a "glitch" that happens to me sometimes, its when you have a wheel attached to 2 conectors on both sides it creates a twork in the direction the wheel is spining, that may be a cause because the racing wheel didnt worked
Video suggestion, do a video where you go as fast as possible, glitches and everything.
hes already done like over a million in the space map
Test map needs to be updated to wrap around like the space map :D
Or just make it bigger, but I like, that idea better
You can use flat connectors to attach the front wheels too, so you don't waste any more aerodynamics. Just have a normal block or an engine in front of the seat. You can also attach aerodynamics in front, if you attach the wheels to the back and to the front on opposite sides. (flat connector on the left going forward, and flat connector on the right going backwards)
breaking the sound barrier using the power of the hover pad
Went to change the auto "720p" bit rate to actual 720p bit rate right when Scrapman was saying, "I'm trying to tackle one of the harder sonic-" and then I refreshed. I know the premise and I know the format, but part of me thought, "Yes Scrapman. It is really REALLY difficult to run at super sonic speed in Trailmakers like Sonic the Hedgehog."
4:08 For some reason, and I think at least someone will agree with me out there, that design makes me think of the little kids that don't know how to actually dive into a swimming pool yet trying to. They have that pose where they squat, put their hands together and bring them in like they're going to double hand knife thrust some sucker as they swim past them and then they just slip into the pool without actually diving. That thing's got the double hand knife ready to go over a squat!
Anyone else IRL, when your car engine's dragging on the ground something catastrophic has happened. Scrapman in Trailmakers, he's dragging dozens of V8's on the ground and just looks at the exhaust and worries about the friction. Also, at this point, I feel like you need to do a series of how few Dragon/Raw/Bulldog engines does it take to go super sonic with X type of wheel? So it's less about the engine and more about the wheel. Same vehicle design, just swapping engines and wheels.
I wonder if you had skis on the front and wheels on the back or the reverse, or if you tossed a ski one block up right in front of a racing wheel and how that might affect if it would drag on the ground or not?
The lack of map space could have been addressed with assisted acceleration. Just attach a booster that speeds you up to near-supersonic then de-couple the boosters. If decelerating, then you need more engines. If accelerating, then reduce engines until equilibrium is met.
is there a way to make slow acceleration vehicles spin, where the vehicle i connected to a pole that is anchored to the ground and a bearing between the vehicle and pole, almost like the kid's playground toy i know as a roundabout, so that the size of the map is no longer an issue? Another thought, what about putting the vehicle on circular track?
Future testing should include detachable rocket boosters to get creations near top speed if map area is too small
If you connect the front wheels the same way you connected the back wheels, could you ditch the aerodynamic pieces on the sides?
A good idea to get around the map limit : slap a thruster at the back and only use it to get to speed, then let the motors do the rest. If it's slowing down after the burst of thrust, then not enough motors :)
The weight of 1 thruster is negligible compared to 35 RAW engines
If i remember it right, you have tried to use shield or something to block the airflow in front of the wheel+under the body right? What i mean is the extra one block airflow under the build
I'm a little suprised that he hasn't figured out that you can use shields for practically the same effect as the 1x4 wedges, they are espetially good facing the ground in front of the wheels.
Would more wheels increase acceleration? Also wheels behind the seat at the front and behind one engine would allow you to use only a flat connector to connect them, one connecting both to the front on one side and the other comnecting to the back
Maybe you could also do a version with no-drag-glitch, idk could be cool to see the difference🤷♂️
Idea: Tug of war in different types of vehicles, same power core level. Cupplers with an anchor block on each end or cupplers and use magnets on the vehicles?
a way to test max speed would be have a second vehicle that gets detached but just gets you a kickstart on speed. like maybe a row of tail props that gets detached at 1000 km/s would help a lot
JUSTICE FOR FLYING TANK!!
🚫🚫🚫No spoiler blocker 🚫🚫
🙏
Would it change anything if u put some high acceleration engines on to help initially and then detach them and let the raw engines do the rest
How about using the raw jet thruster, would it be possible to break the sound barrier with a burst
OG MINITHRUSTER!!
what if you held the car with a power coupler or something until it accelerated to a high amount? also, great video!
You should do more battle bots
YOY
Break the sound barrier with no repeat bricks!
I am really interested to see if the Bulldawg engines can break the sound barrier
They can :) 100 of them
Have you tested it?
you could atach the front wheels like the back ones when you put the whells one block down
You could try using thrusters to get up to the sound barrier and then turn them off to see if the engines can stay there.
Because if they can stay there, they can get there
LoL I've already watched this video not long after it was posted and two days later youtube (for the first time ever) sends me a notification that scrapman just uploaded a video though they link to this video and not the most recent😂 well I'll give youtube credit for sending a notification just late
You should do a battle by making the largest vehicle you can. Like the propeller plane size type vehicles
The RAW engines are my favourite engines period
If you don't have enough space, you could use detachable boosters to get started, without altering your top speed.
Challenge: Make a plane that flies stable without a vertical stabilizer using like logic or something
basically a Northrop Grumman B-2 Spirit
Stealth aircraft
@@is350galaxy7 kinda yeah. Doesn’t have to be B-2 tho. Lots of aircraft exist without vertical stabilizers, like the X-47B
one thing the should change about the test map, they should make it loop like the space map. infinite space for activities!!!!
Y'all need to do a super sonic plane fight episode
I wonder if you could put flat connectors on the front of a vehicle and the game will just register it as no air resistance or if it will be just normal aerodynamics for that block
Notes for the beginning, before I watch the rest... The new slim cone has great aerodynamics. Armor panels have better aerodynamics than flat connectors.
I dont think flat connectors have any aerodynamical resistance on the side.
20 raw engines. But with the supported start people suggested here. 5 jet engines up to 1150, detach, and then barely passing the sound barrier.
Time to do a wheel experiment!
here is a suggestion, use skis instead as the main stable points and have a single/double wheel in the middle.
what if you put shield pieces infront of the wheels? since they have very good aerodynamics and their hitbox would cover the wheel hitbox, but the shields themself wouldn't touch the ground.
What if you use a high accleration low top speed to get to a certain speed "booster" then use the low accleration high speed after detaching the "booster"
@ScrapMan - Weirdly enough I watched a video the other day on how F1 cars would be being designed if they didn't have the specific rules they do, might be worth a watch for some inspiration/aerodynamics etc. Turns out they'd have fans etc sucking them down to the road amongst other things.
I am suprized that you didn't even try more wheels at all