Is it Possible to Travel Faster Than the SPEED of LIGHT in the Spacebound Update?

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  • čas přidán 3. 11. 2023
  • Today in Trailmakers we're going to test and see if the speed of light is truly a constant. In reality I'm going to spend far too long trying to see how long it takes to reach a speed that can be measured in the BILLIONS.
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    #trailmakers #kangaming
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Komentáře • 385

  • @kANGaming
    @kANGaming  Před 7 měsíci +88

    What other things should we try in the Trailmakers Space Update?

    • @christophergoodroe6244
      @christophergoodroe6244 Před 7 měsíci +1

      its either the weight of the rocket engine or the thrust of the engine that is not centered i think its the thrust

    • @alvincodin2529
      @alvincodin2529 Před 7 měsíci +1

      How fast can you go with the rocket engines in the normal map with a normal atmosphere? Are there areas in space bound where sonic booms are possible? If so, do they differ between different atmospheres? Do normal weapons like bombs and such work in space bound? Btw I love ur stuff man :)

    • @MattTheEngineer.
      @MattTheEngineer. Před 7 měsíci +4

      make a deathstar

    • @flynnmclennan8962
      @flynnmclennan8962 Před 7 měsíci +2

      Do a race around the map or a race from one part of the map to a different one and complete changers every 5 minutes

    • @LAffinity
      @LAffinity Před 7 měsíci +2

      Make a gyroscopic ship which keeps the cockpit facing one direction and only has 1 engine which spins around the centre

  • @captainsnekk
    @captainsnekk Před 7 měsíci +394

    Fun fact: going 200000 km per hour would still take you about 12 minutes to go around the earth.

    • @_miobrot_603
      @_miobrot_603 Před 7 měsíci +53

      Fun fact: 200000 kmh, or 55kms, is 5x faster than the velocity required to exit earth's gravitational field.

    • @EpicQibliFan
      @EpicQibliFan Před 7 měsíci +5

      @@_miobrot_603so you’d end up flying off the earth then right?

    • @nicholasdowns3502
      @nicholasdowns3502 Před 7 měsíci +20

      @@EpicQibliFan, yes. To stay in orbit you would basically have to drift with the thrust pushing you directly towards the earth or at some angle relative to the earth.

    • @heisenburgeronthetoilet
      @heisenburgeronthetoilet Před 7 měsíci +1

      and around 1 and a half hour to the moon

    • @Lifepassesbysomerly
      @Lifepassesbysomerly Před 7 měsíci +6

      6:36 Kan is Italian. Proof

  • @minekpo1
    @minekpo1 Před 7 měsíci +51

    kAN explaining what he's doing to his gf is so relationship goals omg

  • @robertfield7532
    @robertfield7532 Před 7 měsíci +172

    Ignoring floating point arithmetic limits, the hard limit is probably the point at which the map passes by in a single frame.

    • @DigitalJedi
      @DigitalJedi Před 7 měsíci +26

      It wouldn't even be the FPS per say, but the game's physics tick rate (TPS). I don't know what Trailmakers uses, but it's likely somewhere between Minecraft's 20TPS and the common upper bound of 240TPS. I know some racing games go much faster, but Trailmakers does not need the milisocond timing of those games. I would place it around 60-120TPS, but somebody correct me if I'm wrong or they know the exact number.
      From there we need the length of the map in km to get the speed needed to cross the map in 1 physics tick.

    • @robertfield7532
      @robertfield7532 Před 7 měsíci +12

      @@DigitalJedi 99% sure trailmakers uses unity, so it's probably 50tps, the unity default, but it could also likely be higher, as it's a physics based game

    • @DigitalJedi
      @DigitalJedi Před 7 měsíci +2

      @@robertfield7532 That seems likely. Now we just need to know how wide the map is.

    • @anteshell
      @anteshell Před 7 měsíci +4

      @@robertfield7532 I don't know. The physics are so wonky at higher speeds, even at mere hundreds, (and large forces with pistons) that I don't see it being much higher than 50tps. But as DigitalJedi said, it doesn't appear to be tied to the frame rate.
      But I have to say, I have yet to see more inefficient way to try and simulate lightspeed with a computer.

    • @DigitalJedi
      @DigitalJedi Před 7 měsíci +1

      @anteshell The wonky physics in the hundreds could be down to TPS. At 343m/s (Mach 1) you travel 6.86m in one tick if it's truly 50TPS. That means the game would only know your position within 6.86m in the direction of travel.

  • @rccookie6202
    @rccookie6202 Před 7 měsíci +166

    Maybe less complexity is actually better here, to decrease the loading time from edge to edge

    • @foamyesque
      @foamyesque Před 7 měsíci +14

      I'm pretty sure as soon as kAN went beyond, like, six engines, the marginal acceleration increase from adding more basically became irrelevant, so yeah, maybe a smaller craft would work as well and have fewer things to go wrong.

    • @DeusExMamiya
      @DeusExMamiya Před 6 měsíci +1

      @@foamyesquealso your hit box would be smaller so you might not collide as often, you might even glitch through obstacles with a smaller craft

    • @JJIsShort
      @JJIsShort Před 6 měsíci +2

      I was also wondering if the space thruster might work better because it doesn't have spin up time.

    • @edheadgaming8411
      @edheadgaming8411 Před 6 měsíci

      @@foamyesque it also would simplify calculations

  • @AWriterWandering
    @AWriterWandering Před 7 měsíci +66

    I think the reason why it’s drifting is simply the fact that, as you go faster and faster, the floating point precision decreases.

    • @GummieI
      @GummieI Před 7 měsíci +7

      Yeah I was thinking the same, even if the floating point precision issue is more than fine for normal stuff, at the speeds he were going, it probably compounds to insane amount of inprecisions

    • @SkyfighterZX
      @SkyfighterZX Před 7 měsíci +2

      Reminds me of minecraft, in the past to reach the end of the map the player movement would get all messed up because you were so far away from the center, i believe it was something similar

    • @braydonfisher9273
      @braydonfisher9273 Před 6 měsíci

      It always makes me wonder why devs don't use doubles for these kind of calculations (although it does make sense from a computational standpoint for somethings)

    • @GummieI
      @GummieI Před 6 měsíci +2

      @@braydonfisher9273Floating point precision is not about using float, or doubles or similar things in whatever programming language a piece of software is written in. It is a much deeper down issue. It is quite technical, but essentially it stems from the fact that computers can no truly calculate in fractions. So to do that weird stuff needs to be done to allow for it, but those things inherently create imprecision, and there is no way to get rid of it entirely, you can only make it less imprecise at best, but still imprecise(But that will generally make it require more resources, so it is always a tradeoff of how much you need vs how demanding your game can afford to be). ONLY full integers can be calculated with 100% precision.
      And it is pretty safe to say that having a ship go in a straight line in space with no quantum rudders in this game is FAR outside what could be considered normal operation of this game.

    • @ducewags
      @ducewags Před 6 měsíci

      @@SkyfighterZX Minecraft has an end to the map, or world that is played?

  • @Hlebuw3k
    @Hlebuw3k Před 7 měsíci +68

    You could attach speedometers in each direction and small thrusters to them, so all random momentum is cancelled except the way you want to go

    • @ig-rd5923
      @ig-rd5923 Před 7 měsíci +7

      Probably shut off main thrusters too while correcting. Even 10-20 small thrusters wont have nearly enough power to counteract the horizontal force of the main thrusters at like 2 degrees.

    • @rccookie6202
      @rccookie6202 Před 7 měsíci +7

      Technically this should work, but the thrusters may have so little force that it gets truncated to 0 at high speeds due to float precision. It might work if you go perfectly along one axis (because then the correction axis are slow) but then again you are drifting

    • @soulreaper1981
      @soulreaper1981 Před 7 měsíci +1

      Youll need a rocket engine for enought power

    • @outandabout259
      @outandabout259 Před 7 měsíci +1

      just use gimbals, they are excellent for vertical testing

    • @anteshell
      @anteshell Před 7 měsíci +1

      That would cause even more problems than gyros because they would be even slower to react. Both because of thrusters are slowly ramping up the power and not instant but also because it would necessitate more logic block making the calculations slower. Furthermore, the gyros are inherently coded with PID already, which is not something you can do with speed sensors and thruster. It simply would have broken much earlier than the gyros did.

  • @Terrazor
    @Terrazor Před 7 měsíci +21

    when you were going 600,000 km/h, the map was visible for 15 frames

    • @greybeard5123
      @greybeard5123 Před 7 měsíci +11

      So at a mere 9 million km/h, the map will be visible for only a single frame. This may be the approximate top speed the game can support. Once the map is visible for less than a frame you'll be spending all of your time teleporting, and will not accelerate anymore.

    • @anteshell
      @anteshell Před 7 měsíci +5

      Remember that youtube framerate is always stable 60fps. It is not the same as the game framerate. What you see on the video is not what you get in real life.

  • @P0551bl3
    @P0551bl3 Před 7 měsíci +7

    The reason you were yawing in the smaller craft was the weight of the player in one cockpit but not the other. Players have weight and have it added when in a seat.

  • @Poldovico
    @Poldovico Před 7 měsíci +23

    I'm pretty sure by 26:30 you're squarely in floating point hell.
    By default, Unity does coordinates in single precision floats. It's probably possible to make it use doubles, but I doubt Trailmakers would have justified doing that.

    • @kederaji
      @kederaji Před 6 měsíci

      The double precision transform package is experimental and not well supported.

  • @Pyroturtle1
    @Pyroturtle1 Před 7 měsíci +60

    To reach crazy hgih speeds, you need to maximize your thrust to weight ratio. The theoretical best ratio your craft could have is that of your thrusters. While those rocket engines have the highest thrust, they're not light. Some of the other thrusters may be able to be used to make an even faster craft.

    • @kANGaming
      @kANGaming  Před 7 měsíci +53

      I checked, the only other thruster with a higher thrust to weight ratio is the jumbo jet engine

    • @TheHazzard1988
      @TheHazzard1988 Před 7 měsíci +28

      @@kANGamingand it works in Space

    • @ryoihakizasi5638
      @ryoihakizasi5638 Před 7 měsíci +24

      @@kANGaming jumbo jet is tricky to attach, but the gimbal jet has even higher TWR than the others
      and it accualy may be better, because thrust will be always upright, so you might don't even need gyros

    • @Vinraymi
      @Vinraymi Před 7 měsíci +5

      Pretty sure that there's no weight in space though. Idk if in the game that is not true, but irl there's no gravity which means no weight

    • @notorious7312
      @notorious7312 Před 7 měsíci +15

      ​@@Vinraymi The force required to accelerate an object depends on its mass (F = ma.) So, if you want to accelerate an object in space, a larger mass will require more force to achieve the same acceleration. Mass remains constant, but weight depends on the gravitational force acting on an object.

  • @blueflame_sm
    @blueflame_sm Před 7 měsíci +10

    Now I want the devs to implement time and space dilation. But at the real speed of light you probably wouldn't notice until you go 100 000 000 m/s, so maybe the speed of light in trailmakers should be a lot lower. But then they'd also need to implement red/blue-shift and other weird stuff from going near light speeds.

  • @cuentamicrosoft9841
    @cuentamicrosoft9841 Před 7 měsíci +16

    The spin in spacecrafts also keeps the rocket straight because of gyroscopic precession, basically you spin the spacecraft to turn it into a gigantic gyroscope

    • @ducewags
      @ducewags Před 6 měsíci

      @cuentamicrosoft9841 In the real world rockets did not spin that went to orbit maned. Military guided missles and rockets spin very slow.
      If you spin to fast, the gyro will get "lost" where it is and where to go. "firewire" as we called them, might make one full revolution from send to impact.

  • @guillermoelnino
    @guillermoelnino Před 7 měsíci +12

    I feel the first thing were all doing is checking how fast we can go in this update.

  • @N0V-A42
    @N0V-A42 Před 7 měsíci +13

    I'd love to see an evolution challenge in Spacebound. Don't know what exactly the challenge should be at the moment. Maybe a speed landing challenge. Land on the planet as fast as possible with minimal breaking. Score is your time with Xsec penalties for each part broken. Personal with the least time wins.

  • @manofsource9635
    @manofsource9635 Před 7 měsíci +26

    i love these videos of kan pushing the game to its limits

  • @lukepalmer2910
    @lukepalmer2910 Před 7 měsíci +28

    a quantum rudder parachute would be interesting to try

    • @V_ranx12
      @V_ranx12 Před 7 měsíci +1

      How would that even work as there is no gravity in space

    • @lukepalmer2910
      @lukepalmer2910 Před 7 měsíci +4

      @@V_ranx12 go really fast then deploy a bunch and then see how fast they slow you down

    • @greybeard5123
      @greybeard5123 Před 7 měsíci +2

      @@lukepalmer2910 The quantum rudders have a max speed, so I suspect the slow down will be instantaneous. I don't know how you would deploy them without them already being there and already capping your speed.

    • @Lifepassesbysomerly
      @Lifepassesbysomerly Před 7 měsíci +1

      @@greybeard5123By having them behind a wall, then extending them out, unless trail makers says aerodynamics work when they want

    • @anteshell
      @anteshell Před 7 měsíci +1

      @@Lifepassesbysomerly Trailmakers don't calculate aerodynamics, or more correctly fluid dynamics, at all. The wings and thrusters are just a hack-job of a poor imitation. That is why wings work in atmosphere even when fully enclosed.

  • @vega1287
    @vega1287 Před 7 měsíci +20

    i think if you went 45 degrees along the edge your ship would have 1.4x more time to thrust between loading the map

    • @sairadinnmichaelis
      @sairadinnmichaelis Před 7 měsíci +3

      How would he stabilize that though?

    • @owenpawling3956
      @owenpawling3956 Před 7 měsíci

      @@sairadinnmichaelis1.7x if you went along the edge of the cube

    • @dauntless517encounter7
      @dauntless517encounter7 Před 7 měsíci +4

      @@sairadinnmichaelis there's also the issue of asteroids and planets that he may hit

    • @TarisSinclair
      @TarisSinclair Před 7 měsíci +2

      @@dauntless517encounter7Well if kAN went along the edge of the cube but diagonally along the nearby border, he would still be in the clear. Kind of difficult to set up, though.

    • @turrboenvy4612
      @turrboenvy4612 Před 6 měsíci +1

      @@TarisSinclairAngle sensors and helicopter engines, because you could set the angle sensors at 45 degrees?

  • @Poldovico
    @Poldovico Před 7 měsíci +5

    I think for stability, your best bet is to make it perfectly symmetrical, point it up with gyros in both vertical planes, turn the gyros off and then thrust up. Maybe even use detachable blocks to get rid of the gyros, unless the blocks detaching cause thrust.
    Probably best to go with as few engines as possible in case frame timing matters, and I think the reason you were yawing with the double cockpits might be your player in one of the seats.
    I don't know if the player actually has weight, but I have had transport balloons fail to take off because of too many chirpos, so I wouldn't put it past the game without testing first.
    My top three guesses for seats most likely to be symmetrical are probably the spaceship cockpit forwards, the diving bell forwards and the crow's nest upwards. If the crow's nest is viable at all, you must use it for style points.

  • @JanTonovski
    @JanTonovski Před 7 měsíci +4

    I would love to see you and Hyce play Century of Steam when it comes out! I can already hear Hyce scream while trying to fire the locomotive while you are running it 😂

  • @tonig2255
    @tonig2255 Před 7 měsíci +5

    Watching it from the outside is very reminiscent of entering warp speed or entering hyperspace in star wars. Would be cool if someone made a mod that could let ships instantly accelerate to 100,000kmh for warp speed. Love the engine glow too.

  • @MrMattkid
    @MrMattkid Před 6 měsíci +7

    I also think that if you oriented the vehicle so it pointed vertical in relationship to the planets/map there would be a position where you would be able to miss all of the debris.

  • @SteffedPepper
    @SteffedPepper Před 7 měsíci +2

    Great video! And glad you figured out that the engines were asymmetrical. Now maybe this is a crazy idea... but could you have a few smaller crafts that you let run for a few minutes (to keep complexity down) and cap the speed of them at say 10k. Then define a finite zone on the edge of the map, you could have multi-player battles or shenanigans with absolute rail-gun death pillars as obstacles.

  • @Hadeks_Marow
    @Hadeks_Marow Před 7 měsíci +2

    Sudo-Game Dev here to point out "perfectly straight" issue:
    I would like to talk about "Actor Origins" and their "offsets", teleportation and "wrap-around". Wrap-around is when you hit one end of the screen and are then teleported to the other end. An actor is just the term for "any game object". Origin is basically what determines an actors positional data. Like, if you put the origin of an object in the center of the object, and move that object to world position 0,0,0. . . that would mean half of it's mass will be in the negative height value, and half of it will be above it in the positive height value. If you set the origin to be the bottom of the object and teleport the object to position 0,0,0, that means the very bottom of the object will be touching 0 height. Almost like how feet touch floor rather than a person in a pool is half in water, half outside of water.
    Next, I want to talk about how the game determines if you need to be teleported. There is the more likely scenario that if any one of the 3 axis's positional data is equal or greater than a set number, multiply that number by -1. Meaning your position is 5, 20, -500000, your teleport position becomes 5, 20, 500000. The question then becomes. . . what is being teleported/what is being used to determine positional data? Does each block track it's positional data individually and when one gets teleported, they all do? Does the vehicle itself have it's own positional data? My theory is the model does.
    Now that we know it teleports based on a cube, what happens if you do go straight. . . BUT your angle isn't FULLY north but instead 0.1 degrees east? Well, since you would be hitting the north wall, your X Axis would be adjusted accordingly, but not your Z Axis since you did not hit an east/westward wall. So, because of that, even if you are going straight, you won't end up where you started. If the map was a sphere instead of a cube and you started at 0,0, 0, you would, but that's it.
    For those of you who play chess, you can recreate this issue using the horse/knight. Give it wrap around and just keep moving the knight up. You will see it will not reach the point it started at when moving in a straight line.
    TL;DR:
    Your build is not the issue. You made a perfectly straight flying vehicle. The issue is the map and how it teleports. Unless your direction is PERFECTLY STRAIGHT (kinda impossible) with the world grid, you are always going to have an offset due to teleporting.

    • @Hadeks_Marow
      @Hadeks_Marow Před 7 měsíci +1

      UPDATE:
      Going straight up was the SMARTEST thing you could have done as it's the only axis you can guarantee you are aligned with perfectly. I'm honestly impressed.

  • @ishraqkhan7893
    @ishraqkhan7893 Před 7 měsíci +17

    The craft is still imbalanced since the players sits on one side, weighing that side more than the other.

  • @sixfthree
    @sixfthree Před 7 měsíci +13

    Could you counter the sway by placing the gyros farther down the creation instead of all at the "top"?

    • @GummieI
      @GummieI Před 7 měsíci +2

      Probably not, the sway is most likely due to floating point precisions (ie. a technical thing), not the actual build

  • @xelspeth
    @xelspeth Před 7 měsíci +3

    With the amount of times doon has thwarted this experiment, petition to rename it to doom

  • @NickelC
    @NickelC Před 7 měsíci

    I'm sure someone's commented this, but here's some background on spinny spacecraft!
    You were right, many craft do spin to keep temperatures even, but spinning for stability has always been done, and this is called "spin-stabilization".
    A recent example is during every NASA Mars rover Earth-Mars transfer burn, the transfer stage carrying the rover spins up before it starts accelerating. This is to be extra sure that if anything does happen, it's effect on the trajectory of the craft is minimal.
    But early on basically every satellite was spin-stabilized. Sputnik, Telstar-1, Explorer, etc, were all spin stabilized.
    Sorry for the essay, but I love these kind of experimenting videos! Anyway, thanks for the video Kan, you're content is awesome!

  • @michaelmain1990
    @michaelmain1990 Před 7 měsíci +6

    Fairly certain the character adds mass to the creation

  • @nekowknight
    @nekowknight Před 7 měsíci +2

    Trailmakers: "lets make the map warping"
    The community: "sweet lets beeak the game"

  • @fewilcoxYT
    @fewilcoxYT Před 7 měsíci +2

    Thanks for posting this even though you couldn't hit C. We still learned a lot about the game's physics.

  • @cotc4x153
    @cotc4x153 Před 7 měsíci +3

    the new large thrusters have a slow acceleration but fast top speed. when you reach the point of going so fast that you only stay on the map for a fraction of a second i wonder if the large thrusters have time to accelerate enough to increase your speed significantly. cause if they can't reach their top speed in that fraction you load the map a less powerful thruster but with instant acceleration may impart more acceleration to your vehicle

  • @lohostege
    @lohostege Před 7 měsíci +2

    I think the swaying problem could be solved by lowering the center of mass, to make it be pulled.
    Also, you should add like the rainbow trail maker, or the smoke trail maker, to see its path potentially

  • @firelordthegrate5790
    @firelordthegrate5790 Před 7 měsíci +1

    This was such a fun video to watch, In the last video i legit thought I wonder what the speed of light would look like

  • @TrebleDesigns
    @TrebleDesigns Před 6 měsíci

    Nice man. Youve earned a sub. I look forward to more.

  • @JorreWouters
    @JorreWouters Před 7 měsíci +3

    My dog pressed on you're videos notification on my phone

  • @ToxikgamingXDGG
    @ToxikgamingXDGG Před 4 měsíci

    i love how the most replayed moment was when it first went by because u dont even see it at first till u rewatch once or twice

  • @FrankDrebin
    @FrankDrebin Před 7 měsíci +3

    Floating point arithmetic is giving you a hard time =]

  • @benrboss
    @benrboss Před 7 měsíci +1

    I think you were colliding with the box that teleports you and the damage screen from it was what made the screen shake

  • @ed0c
    @ed0c Před 7 měsíci +1

    dood watching it from outside is great. i wonder at some point if it would just be a green/fire color line in space

  • @sethcushman5454
    @sethcushman5454 Před 7 měsíci +2

    I believe the way the speedometer works is by "measuring" your speed - seeing how far you move in a game tick and dividing that be the tick speed. Because of that, it may actually be impossible for the speedometer to reach the speed of light - if the distance from two opposite corners of the map divided by the length of one tick is not faster than the speed of light, the speedometer could never go over that value. However, I'm not sure if that is actually how the speedometer works, so I could be wrong.

  • @Suckynewb
    @Suckynewb Před 7 měsíci +5

    It looks like the listing happened because the ship is symmetrical on only one plane. Maybe a 2x2 or 4x4 craft instead of a 2x4 would be more stable?

    • @ilyte1
      @ilyte1 Před 6 měsíci

      Most people have posited that the game simply cannot support or react at those speeds. I've heard the term "floating point" get thrown around

  • @theodoric4270
    @theodoric4270 Před 7 měsíci +2

    The maximum speed you can go in the game is probably the teleport speed. That's where you get the greatest difference in position during a single speed-calculation frame. It may not be the fastest that something can go, but it might be as high as the speedometer will go.

  • @imreborbas9029
    @imreborbas9029 Před 7 měsíci +2

    You should add some sort of trail block (smoke or light) it would give you a better idea of how you're moving

  • @Pyrrhist
    @Pyrrhist Před 7 měsíci +7

    Would traversing the map diagonaly allow for more acceleration time between loads?

  • @Baer1990
    @Baer1990 Před 7 měsíci +1

    taking powerpoint gaming to the new level 😂

  • @NeneExists
    @NeneExists Před 7 měsíci +1

    One of the most important reasons why spacecraft spin is to provide gyroscopic stabilisation without having to have extra moving parts, because the whole thing is spinning.

  • @jingram1986
    @jingram1986 Před 7 měsíci

    The outside shots were awesome, vrooooom

  • @brambaass5491
    @brambaass5491 Před 7 měsíci +2

    24:00 that means the relativity theory is also true in trailmakers

  • @mihalydozsa2254
    @mihalydozsa2254 Před 7 měsíci

    She is amazing :-) At least she is trying to understand :-D Not going to lie, as she asked I also was questioning why xD My favourite part, is this for a video? :-D
    When it started shaking it started self colliding, I wonder what is the smaller build cube that it devides the craft between the cores. For example here you can see it divides it after 3 lines of trusters, I wonder if it is based on craft size, with smallerthrusters I remember more staying together. Everybody builds the long crafts and it falls apart when it goes fast but I wonder if it possible to max out the complexity on a single core so it does not cause issues when it goes fast.
    I think if you not move your mouse and it nou causes somehow to wear off, It would fall a part due to self collision. At the end you could see the crash effect on the edge of the screen. I love how you lost your sanity at the end xD
    The devs should just keep the 4 digit speedometer, and put oer or under the number a 10x 100x 1000x or whateder it needs multiplier when it goes over 4 digits. But first they need to do something about the loading and warping speed issues :-D maxbe over a certain speed change the terrain to be a few planes like oldschool videogame trees xD
    By the way, trailmakers, millions of kilometer per hour oh you collided with a planet. Scrapmechanic, you fall from slightly too high, you go trought the terrain because you areare playing the game wrong xD

  • @hectoris9193
    @hectoris9193 Před 7 měsíci +5

    Hey Kan, you may want to consider using regular space thrusters since they have instant acceleration. The rocket thrusters are fast but they lack a good acceleration rate. Whenever the map loads the thrusters have to ramp up again, and if you are teleporting too fast, you will never gain enough speed
    Even though space thrusters aren’t as powerful, their instant acceleration makes it perfect for ridiculous speeds like the speed of light

    • @logicbuilder1204
      @logicbuilder1204 Před 7 měsíci +1

      Good idea, but also FYI this is kan, not kosmo.

    • @hectoris9193
      @hectoris9193 Před 7 měsíci +1

      @@logicbuilder1204 darnit lol I keep forgetting- I’m subbed to both XD

    • @rouxlskaard626
      @rouxlskaard626 Před 7 měsíci +1

      @@hectoris9193 you can edit your comment by the way

  • @hutchiefam
    @hutchiefam Před 7 měsíci +1

    I think the gimble thrusters with a seat on the bottom would be the simplest fix. As long as the center of thrust is slightly above the center of mass it should be stable

  • @pawloes6851
    @pawloes6851 Před 7 měsíci +2

    If there are mods that add ability to tweak settings like power of parts or just add very powerfull thrusters, you should try that.

  • @JoshuaGanoTyraxLightning
    @JoshuaGanoTyraxLightning Před 5 měsíci +1

    I wonder if the Stabilizer Gyros would work better if they were dead center in the core of the Creation...? Hard not to wonder if being more out of the edge makes it easier to get 'tempted' to overcompensate...?
    Also, I agree on trying to 'trim the fat' with removing deadweight... might wanna go back down to 1 Cockpit for example...

  • @Svenn_
    @Svenn_ Před 6 měsíci

    You were so close with why it's impossible to reach the speed of light, but the real reason is super cool.
    As you travel faster and faster, special relativity says that time needs to speed up to keep light moving at the same constant velocity from your perspective.
    It is impossible to reach the speed of light because the closer you get, the faster you're moving through time as well, and actually reaching it would send you to the end of time in an instant.
    You were also sort of correct when you said you need more energy to increase your speed by the same amount than if you were slower; I won't go into more detail than necessary but long story short, you effectively get heavier as you go faster*, and as you already know, it takes more energy to get heavy things moving than lighter things
    So Faster-Than-Light travel is the idea of bypassing space entirely and bringing your destination closer so that you don't accidentally skip the entirety of all time, which sci-fi writers usually say space moves around you instead, or introduce parallel dimensions to dodge our speed-limiting space
    *you don't actually get heavier, but this is the percieved effect of time (and consequentially space) stretching at relativistic speeds, it's been a few years but I believe it has something to do with the formula for Momentum starting to break down
    edit: added stuff about FTL travel since it's tied to relativistic space/time warping

  • @sixfthree
    @sixfthree Před 7 měsíci +7

    Something i noticed, the rocket boosters aren't balanced and actually have a heavier side.

  • @LoPhatKao
    @LoPhatKao Před 7 měsíci +6

    to avoid obstacles, aim straight up or down
    most of the junk you're likely to hit is in a horizontal plane

  • @kennethmitchell1418
    @kennethmitchell1418 Před 7 měsíci +1

    If you want to reach the speed of light before you die of old age your going to need to mod the power of the thrusters

  • @TinaGloria2012
    @TinaGloria2012 Před 7 měsíci +1

    To try this again is to do what you consider the up and down and instead of just going straight out the space station forward. So maybe go "up" or "down" on the start. Should give you tons of space.

    • @TinaGloria2012
      @TinaGloria2012 Před 7 měsíci

      Then just after I said it kan tries it on the video lol

  • @cyborgcoyote3251
    @cyborgcoyote3251 Před 7 měsíci

    Spinning adds stability by it's nature. Think of a thrown football. Without the spin it ends up tumbling, with the spin it stays pointing in the direction of travel.

  • @animalmango6499
    @animalmango6499 Před 7 měsíci +3

    Go strait up and down to avoid hitting doon. Than make sure you have 0 net velocity on the x z axis and head out to the edges that don't have objects and go strait down infinitly.

    • @animalmango6499
      @animalmango6499 Před 7 měsíci

      Use speed sensors and thrust to remove net velocity on the x z axis.

    • @anzion1037
      @anzion1037 Před 7 měsíci

      Thats exactly what he did.. (apart from the reply you added)

    • @animalmango6499
      @animalmango6499 Před 7 měsíci

      @@anzion1037 Yeah i said that halfway through the video.

  • @edwardecl
    @edwardecl Před 6 měsíci

    It's fun see people do this in games, the best one I've seen so far is x4, the game lets you go 7 times speed of light before it craps out.

  • @1mariomaniac
    @1mariomaniac Před 7 měsíci

    8:35 DEJA VU! I'VE JUST BEEN IN THIS PLACE BEFORE!

  • @MrDustyn3
    @MrDustyn3 Před 6 měsíci

    Hi I'm new here and I just want to say I enjoy this content

  • @Diekyl
    @Diekyl Před 7 měsíci +1

    It looks like the space map is shaped like a cube with fewer celestial objects near the edges.
    If you could somehow perfectly align near one of the edges, you should theorically never collide with anything. Although at such high speeds, even the slightest imprecision will make you drift towards the middle of the cube and eventually collide with something.

    • @GummieI
      @GummieI Před 7 měsíci

      I mean... that is litterally what he did at the last attempt... And most if not all of the sway from that attempt, is likely to stem from floating point precision (ie. technical stuff), not the build itself

  • @SteinGauslaaStrindhaug
    @SteinGauslaaStrindhaug Před 7 měsíci +1

    15:23 Assuming fairly linear acelleration, at this rate you'll have to keep the game running for a little over 39 days to reach the speed of light

    • @SteinGauslaaStrindhaug
      @SteinGauslaaStrindhaug Před 7 měsíci +1

      21:21 Okay, it accellerates a bit slower in the start. But iif ca 300 000 km/h is the speed after about 12 minutes, you have "only" about 30 days of left...

  • @patrickhector
    @patrickhector Před 7 měsíci

    So the physics behind gyros in space is important to keep in mind:
    Spacecraft is rotating at 0. You activate gyro, gyro spins, spacecraft spins in opposite direction- let's say the gyro has enough inertia to make the spacecraft spin at 1.
    You can turn the gyro off, but it won't magically stop spinning by itself, and neither will the spacecraft- there are no forces acting on either, so they'll keep spinning. If you brake the gyro, forcing it to stop, well that's basically just spinning the gyro in the opposite direction- the inertia counters the spacecraft's spin, and now they're both spinning at 0.
    This is also important as in the case that the spacecraft is spinning and you make it *stop* with the gyro, the gyro is still spinning- again, if you brake it afterwards, we just go back to square 1. The gyro can't spin infinitely fast, physics doesn't like that, so what this effectively means is that the gyro can get "saturated" if you use it to counter too much spin.
    However, for simple maneuvres you're starting and ending with the ship and the gyro rotating at the same speed relative to eachother, so no issues there.

  • @Hadeks_Marow
    @Hadeks_Marow Před 7 měsíci +1

    You are never going to end up back where you started when going in a straight line. That's not how wrap-around works when you start at an offsetted position/direction.

  • @Twisted1409
    @Twisted1409 Před 7 měsíci +1

    The larger thrusters themselves have a slight imbalance, if using two place them sideways. The bit on the side bottom is a slight heavier.

  • @PasiFourmyle
    @PasiFourmyle Před 7 měsíci

    "One more change" meanwhile not even halfway through the video 🤣

  • @user-sd3nz2uq7o
    @user-sd3nz2uq7o Před 7 měsíci

    I've recently started watching your co-op Scrap Mecanic series with Kosmo from two years ago. I was wondering if you'd ever play SM survival again.

  • @Jeff-uk9cu
    @Jeff-uk9cu Před 7 měsíci

    I just noticed they you dontget many veiws and im kondof surprised becouse you make really good content

  • @_The_Alpha_Wolf
    @_The_Alpha_Wolf Před 5 měsíci

    When u phase through a piece of land but die when u hit space debris: "WHAT! HOW! WHERE! WHEN! WHY! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!"

  • @amandalee3144
    @amandalee3144 Před 6 měsíci

    Man did his forces and physics homework

  • @jay15951
    @jay15951 Před 7 měsíci +2

    I believe trailnakers hase time controles so if you slowdown time we might be able to get performance more stable and have more acceleration time between loads
    And if you put a rainbowmaker on it you should be able to see its path better

  • @zizouxyz_playz
    @zizouxyz_playz Před 7 měsíci

    9:01 "son of a b- ding dong..."

  • @xc5tnc148
    @xc5tnc148 Před 7 měsíci

    Not sure if youv seen or heard but scrap found out that the space thrusters have a tank on the side that makes it drift in whatever direction the tanks on

  • @brodywilson6874
    @brodywilson6874 Před 7 měsíci

    Yo, the ultimate war of computer versus game versus creation

  • @anno_nym
    @anno_nym Před 6 měsíci

    Assuming the speed is saved in a single variable, like you mentioned in 19:10, then an unsigned integer (2^32 possible values) would require you to be flying at ~14 times the speed of light to overflow and return to 0 m/s.
    If we also assume the developers thought of this and instead save the speed into an unsigned long variable (2^64 possible values) you would need to fly at an astonishing 62 *billion* times the speed of light to reach an overflow.
    Computers are capable of more things you might think of 😉

  • @DankGuy
    @DankGuy Před 7 měsíci +1

    Tip, you shouldv looked away from the map and you shouldv deleted the afterburner on the engines to decrease loading time and cpu/gpu load.

  • @MindsOfMany
    @MindsOfMany Před 6 měsíci

    Never heard of this game, I’ll check it out

  • @f1aimingchick3n81
    @f1aimingchick3n81 Před 6 měsíci

    Explaining to your girlfriend gave me the same feeling of explaining anything I learned in engineering classes to loved ones

  • @nymenris2821
    @nymenris2821 Před 7 měsíci +2

    gimble jets work in space. i watched another youtuber get to 1M with just a couple dozen so if you do max gimble jets that might get going pretty fast

  • @Vulcan147
    @Vulcan147 Před 7 měsíci +1

    i would say use the complexity mod so you can fill up all of the build space for trust and have like 100k powers cores or something

  • @utenku7234
    @utenku7234 Před 6 měsíci

    Would the gyros being in a X shape like n,s,e,w help in any wiggle cuz to me those are set to be (arbitrary) n,s or w,e but not in all 4 and would not 1 set front and rear be better so each end is controlled and or putting them in the middle point so they have a better torque output to each end vs trying to control it from the front cuz theirs alot of power forcing it to "drift"? My pc isnt good enough to try things like this so i got alot of questions lol

  • @clayre839
    @clayre839 Před 7 měsíci

    If they work in space gimbal thrusters have the besp tower to weight ratio by nearly 50% and their lower complexity would better offset the cabin weight. Plus they're autodirectional without gyros

  • @pularis1629
    @pularis1629 Před 7 měsíci

    I loved you explaining to ur gf why you wasted 2 hours. It was rurally funny to listen to 😂

  • @Thick_Moist
    @Thick_Moist Před 6 měsíci

    My little brother was clocking in at a "steady 80k" he was saying and was zipping across the map so fast it was hilarious on the ps5 version

  • @nocare
    @nocare Před 6 měsíci

    If you exceed the speed of light you explode.
    Remember the speed of causality is the speed all information travels at. So gravity, electromagnetism, essentially all force carriers.
    That means the forces holding the atoms of your ship together can no longer transmit to other atoms in front of them in the direction of travel.
    In fact the forces holding the quarks together that make up the protons and neutrons of those atoms can no longer catch anything in front of them.

  • @lennelbalando5615
    @lennelbalando5615 Před 7 měsíci

    What if the creation traveled independently without the character onboard?
    My hypothesis is that if the character was stationary, then maybe the map wouldn't have to be reloaded repeatedly, leading to a stable and continuous acceleration for the creation.
    As shown in the end of the video, the map was not flashing in the character's perspective, implying that map reloading was not occuring. And if the game calculates physics based on the perspective of only the character itself, then the creation should also not experience map reloading. This could possibly optimize the acceleration of the creation, saving a lot of time.
    It also seemed like the creation was accelerating much faster when the character was at the space station compared to when the character was onboard.

  • @Spexx368
    @Spexx368 Před 6 měsíci

    the thumbnail looks exactly like the UES contact light in the ror returns trailer

  • @HoneypawsModsDE
    @HoneypawsModsDE Před 6 měsíci

    You should exchange 4 of the Gyros with some Rainbow Makers or even just two of them so that you can see the tilting when you're just spectating it (that also could make it easier to trace its flight path so that you can avoid collisions much more efficient

  • @nikolaskuklis5925
    @nikolaskuklis5925 Před 7 měsíci

    Don't worry about speed limit
    (if it's the same as integer limit it's higher than speed of light also some games be storing as string instead of integer (at least if I remember as string it has no limit)
    The integer limit is (2^31)-1
    (at least usually in games it is
    I remember in Minecraft playing with mod Project E and not being to get more than somewhere i read it's because Java has integer limit which is the 2^32 but it's 2bil in negative and 2 bil in positive so you can get only up to (2^31)-1 in the positive

  • @TheMostUt
    @TheMostUt Před 7 měsíci

    The camera shake appears to be the engine unable to determine if the thing is broken or not, hence all the cracked glass effect. Darnit Doon, always in the way lol.

  • @brodywilson6874
    @brodywilson6874 Před 7 měsíci +1

    I speculate that you need to Optimyze thrust to wait in space to gain speed the quickest, the large jet engines are the best thrust to weight ratio in the game

  • @Tomtit_Andy
    @Tomtit_Andy Před 7 měsíci

    Maybe to try again evolution challenges? Evolution races? Orbiting challenges? etc?

  • @ShawnF6FHellcat
    @ShawnF6FHellcat Před 7 měsíci +1

    I wonder if those thrusters actually have the most thrust-to-complexity ratio...

  • @dynadoo6430
    @dynadoo6430 Před 7 měsíci

    those bumps on the big thruster affect things, so sat them to the side

  • @adventureacademy5958
    @adventureacademy5958 Před 7 měsíci

    Loading the craft seems to take a lot less time then loading the world on warp.
    Can you monitor the speed of the craft from outside of it?
    You may lose less time to loading by having it be unmanned.

  • @anteshell
    @anteshell Před 7 měsíci

    21:03 You should have turned the camera away from the map. If the game is coded correctly, it shouldn't render the map behind you and thus it should load much faster and be easier on your toaster.
    Also, the new space cockpit is not laterally balanced. It is three blocks high, not two. But I'm glad you fixed that in the latest build.