Meeting the Kraken | Rover Quest #13
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- čas přidán 28. 06. 2024
- #space #engineers #spaceengineers #challenge
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[TIMESTAMPS] - Hry
Hi all! Apologies for this episode being a week late, I was sick (again) and Magick was on holiday. Fear not! For we put out tons of other content every week that the algorithm hides! Check out the channel page to see what we're up to!
Don’t worry about it, take care of your health and personal lives, you’re the one making videos after all!
I appreciate the very civil, very academic approach to, "That's not how it works. That's not how any of this works."
And then the eventual admission of error. I'm proud of you.
We encourage academic accountability on this channel
the rollercoaster of emotions has been incredible to watch. this man has infinite patience i would have attached multiple war heads and call it a day
I just LOVE how he spends an insane amount of time building something cool and sophisticated that, eventually, blows up and causes A LOT of grief.
And then he goes on a wonky 10min project (and chuckles while introducing that crazy idea to us 😂) which works perfectly on first try -> "I'm so happy with that little welding-arm... that's staying around!" 😂👍
Also love how Magick timed the sounds in this episode (especially the thruster test)... Epic 👍
Klang wills it.
He is chosen.
I don't think CZcams is burying your non-space engineer content, I think you've captured an that audience prefers your space engineer content.
Ngl yeah, I come specifically for this game, tho im not the best example I ignore like half of my subscriptions
Sub-grids are tricky. Glad you figured it out with a combination of my idea and others commenters.
Damn i was in the "engines far from center of mass" camp and you thoroughly shut me up. Gotta love it when the 10 year old game doesn't simulate basic physics
So it's the second time the ramp caused big flip issues
Thank you for the correction and knowledge about Space Engineers. I was simply basing off of what I saw. I sadly haven't played enough Space Engineers to know a ton about the engine yet. Spectacular game though.
the thing you was talking about at start, there is option to show center of mass in info tab and wwhile yes, thrust gets applied not at thruster emitting it but at center of mass of a grid, the weird thing with motors was caused by thrust being applied at center of subgrid that was on motor, and im almost sure that can be fixed by just turning on inertia tensor in motor settings
I must say, i love roverception, rober in the rover, maybe you can put like a tiny rover inside of the love bug? And it's great how you put the troubleshooting in the video and not just skip and say, "well, i fixed it now", tiny thing but adds a lot
“I’m thinking, Mystery Machine”
Proceeds to paint it vibrant pink
Copyright infringement is not a joke Jim
@@LargelyUnemployed This is fair. However, my name isn't Jim, so your argument is now invalid. I win :D
Without mentioning my comment you did almost exactly what I said Hurray! It ended up being a fusion of the ideas but whatever. Now if you want the door/ramp back on the rear of the rover try a hinge in the center offset by one attached block to make the ramp line up with the "bed" of the rover base. Set limits and because it will be from the center it shouldn't add a torque to the ship to cause it to, well, do kickflips again... Your "nightmares" get out of hand... Have you tried satisfying your kickflip needs in a skateboarding game?
Now that the ramp is gone I bet you'll actually have some torque at the ground too.
Ahh, my favourite SE player... kevi- i mean LU
We all know who really wears the pants around here
(it's magick)
3 Things.
1. Put a container above the charging rotor, so you get better access to the storage and the rotor has an attech point
2. The colors lokks like the mobil from scooby doo
3. you can detach merge blocks, but not from buildinfo if iam remembered correctly
yeah thats all......sry for my bad english XD
Ok good to know! I'll try detach it from the control bar.
If it lets you turn the block off, you can do it from build info.
@@darkshadowv9436 the specific function to undock the merge blocks is not shown in build info, idk why
It doesn’t have a specific “detach” function. You just have to turn off the merge block and it will disconnect provided no other blocks merged
As for the merger docking, if I'm not wrong, all you'd have to do to undock is turn off power for 1 of the merge blocks
At least as an idea to try and see if that works..
I do this for emergency batteries charging on my bases. Turning off one of the merge blocks will detach without having to grind down the block itself.
you genius! I'll try this
6:30 and suddenly I know why nearly all my "advanced" designs were so advanced, that they didn't work. The tech just wasn't avail....... yeah, that's not it...... 🤣🤣🤣
Haven't played SE since it's early "early access" days, but I do remember getting frustrated by this sub-grid mechanic. Thanks for the easy to understand explanation, might have to get back into it now ❤
It was most likely not "the ramp" itself, but rather the fact if was attached by two rotors. Mirrored rotors on a single sub-grid is a good breeding ground for phantom forces. Space Engineers is a true sandbox in this way, it allows you to push the limits of physics engine way beyond its capabilities.
BRO THE INSIDE OF THE ROVER IS LOOKING SO GOOOOOOOOOOOD
DUUUUUUDE
I think that for the love bug u should put t the camera on the battery and the PB next to it facing the cocpit as a little computer.
Just starting the video but getting to the center of lift logic, just to clarify some points:
The center of lift issue comes from thrust being applied through the center of mass of the object, not by equally applying to the whole grid. Really just semantics, but if you're making Large and Complicated Stuff you're not having to deal with tens of thousands of physics calculations, just one Large Calculation (per grid)
When there are multiple objects joined, they are either drug along or bapped away, depending on if they're joined or not. (No klang included, unless you have floppy joints)
This includes things like rotors and pistons (which can be floppy) and maglocks and connectors (which are infinitely rigid)
Likewise the thrust applied is only *very rarely* calculated as "is it enough" - if it has enough thrust to apply more than (I think) 0.02Ms/s - then the calculation is simply how much acceleration it can apply.
In Physical Gravity (P-Gravity) that thrust is calculating Physical Mass, vs Physical Gravity.
In Artificial Gravity (A-Gravity), that calculation is done with both Physical *and* Artificial mass. (Except Physical Mass isn't effected by Artificial Gravity [unless it's a player's physical mass]) (So during your test, the artificial mass blocks had no spectacular effect, because they were never compared against artificial gravity)
Also, with the forces involved in SE physics, even a few cm of misalignment from thrusters on alternate grids can apply absolutely insane amounts of torque - Each large grid large thruster is effectively 2 entire airbus A380's, for example.
(this has been a brief physics lesson from someone who played far too much, and was around to learn all these various systems and blocks were introduced individually, rather than having to learn them all at once)
The problem with a small block only playthrough is it doesn't get far... at all. Unless some modded stuff exists, there is no small block assembler or refineries.
Super glad it didn’t end here. xD
instead of a ramp you should go back to the elevator floor, I lov them and I think you can make them with pistons only, u build a pillar up and pistons down so they extend to lower the ramp
The episode is awesome and very informative when it comes to the load that rotors take.
Need to do a small grid only playthrough.
I know that there are some things you need large grid for and thats cool as long as ots restricted to that. 😂
you can make a ramp with a central hinge instead of rotors
Would love to see a small grid series 🥰
You can turn merge blocks off to disconnect them
Huzzah! More LU! I'm here for this.
The look of it reminds me of the Serenity from Firefly
That's what I was going for!
i had the exact same problem of tilting each time that i ad atmo thruster, and the problem was cause by the ramp (exactly like your) the rotors facing each other, saved by using only one rotor for the ramp
you already found, just had to wait... i can relate
Congratulations on finding the solution.
This problem would have bitten you into your bum on so many levels, skipping the VTOL-Script wouldn't have been the only thing.
btw. if you install the Mod "Control Module - basically key binding for ships", you don't have to run the arguments for Gear, Cruise and Park on your hotbar. Those will have keybinds. VTOL-OS setup those keys as QoL.
Good to know! I'll save the suggestion for a future series.
Thats really a well welder!
Greetings little mushroom head GREAT work again
its fine ,when your sick your sick it happens. also i would try to reduce the amount on the rotor on the door to see if you can stabilize it and keep the door, unless your planning to make a hinge piston ram lower "the love bug "(LOL) my editor the same way he has a real car that pink , no shame i drove it , its a nice car . ooooooh! if you want to try something crazy with the thrusters , i would do something crazy as make it into a gyroscope style thruster that way you dont have to add anymore thrusters. BUT!!!! you will have to set limits on how it moves. anything else to mention .......................... ill wait fo rthe next episode , i have Elden Madness DLC to deal with before i go back to SE recording again. AGAIN GOOD EPISODE ! later
Ghost forces! 👻
Simply the best episode
34:40 you just turn off merge block to detach
I hope you get feeling better!!!
Hey maybe the proyector was tilted when saving the ship
Why not use the small connectors rather than the rotor nose? There's also a tether mod (not sure when it was last updated, not used it for a while!) that let's you build "cables" to things to pass power.
hate to see the ramp go,
but that's just a reason to make an improved version
also i found out what was wrong with my turrets, just some missing files lol
Love this series!
This was awesome
Instead of a ramp make a very simple crane that uses like 2 pistons and a magnet
Or, hear me out, MORE THRUSTERS
i think you will never really solve the energy issue, i recommend using the "uranium on planets" mod.
i would love to see a kind of pirate series, but you are not allowed to build blocks except turrets and armor (or decoration) blocks, you need to merge ships to get more stuff :D
Yeah we need a LOT of ice to keep this thing running.
@@LargelyUnemployed and with that comes more cargo space, more h2/o2 gens, more tanks, more engines :D
Have you tried the aerodynamic physics mod?
Put a hydrogène tank in thé love bug to refuel your bottles
Édit: just turn off a merge block to unlock it
I luv it
How come you're not using a small connector for the LoveBug?
THERE'S A SMALL CONNECTOR???
But can it poop warheads?
🛡 Spoiler Shield 🛡
The thumbnail clang looks painful lol.
so funny
Uhm, did my comment also just get deleted? i posted a long one about the issues with your ramp
I don't see anything. Same account?
Mom, the youtuber put my comment in his video! I'm famous!
I find it amazing that you actually made it through that and ended up with a functioning rover so very much congrats, LU. Also, the lovebug looks like Unit 01 from evangelion
Thanks, I very nearly quit there hahaha