How Fast Can Pontoons Shoot Me Out of the Water?

Sdílet
Vložit
  • čas přidán 11. 05. 2024
  • Welcome to another episode of Trailmakers! Today I want to see how fast I can shoot myself out of the water using only buoyancy-based blocks!
    Tons More Trailmakers: • Is the World Ready for...
    My Most Popular Videos (for whatever reason): • ScrapMan's Most Popular!
    -----------------------------------------------------------------------------
    Want to support or interact with the channel more?
    ♦ Join the Discord: / discord
    ♦ Merch: scrapman.store
    ♦ Like my Tweets: / scrapmanyt
    ♦ My Doggos on Instagram: / scrap.dogs
    ♦ My CZcamsr Setup: www.amazon.com/shop/scrapman
    ♦ I Make Metal Music: / catarinth
    -----------------------------------------------------------------------------
    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

Komentáře • 435

  • @Crazy-Duck_1139
    @Crazy-Duck_1139 Před 21 dnem +490

    So first we got speed driving, speed flying, speed sailing, speed floating and speed falling up. Now we need sinking

    • @niil047
      @niil047 Před 21 dnem +48

      that's just falling with extra steps

    • @ThePhonax
      @ThePhonax Před 21 dnem +27

      “Falling up” blud discovered vertical flight

    • @CaptainFlips
      @CaptainFlips Před 21 dnem +8

      That would be falling but slower. There isn't really a point

    • @pneusur
      @pneusur Před 21 dnem +4

      Titanic%

    • @crustybomb115
      @crustybomb115 Před 21 dnem +2

      bro discovered buoyancy, didnt know the name of it... thats what "falling up" in the water is...
      sinking would be pretty easy tbh... just make an object so rediculously heavy that it breaks the sound barrier underwater, holding it with a separate creation thats just an obscene amount of buoyancy, detach job done...

  • @edopronk1303
    @edopronk1303 Před 21 dnem +107

    There is a deeper part of the ocean, but it's near the end of the map; there it's bottomless, except below 399 you die.
    And you need a 'supersonic' sub to get there in a reasonable time.
    (That's how I discovered this pit)

    • @semajniomet981
      @semajniomet981 Před 20 dny +6

      Does 399 just happen to be the depth of the --Crater's Edge-- middle of the map (can't remember it's name)?

    • @edopronk1303
      @edopronk1303 Před 19 dny +2

      @@semajniomet981 vortex I think. Was there a minute ago and forgot to check the name.
      The depth I did check and it's around 189

    • @semajniomet981
      @semajniomet981 Před 19 dny +2

      Perhaps the death barrier on this map just happens to be -399.

    • @AWBO.
      @AWBO. Před 4 dny

      @@semajniomet981 the vortex mouth on space sector also kills you, and that one is on a planet

    • @semajniomet981
      @semajniomet981 Před 4 dny

      Not all death barriers are necessarily universal. The Vortex could be a localized death barrier, while a death barrier for other parts of the map could be universal.
      The Space map probably doesn't have a universal death barrier due to it's looping nature. Either that or the teleport happens before you can reach the death barrier assuming no glitches, hacks, or mods.

  • @infinite7158
    @infinite7158 Před 21 dnem +270

    This reminds me of every time i got them floaty things to uppercut me 😢

    • @Daniel-sy6gs
      @Daniel-sy6gs Před 21 dnem +16

      Especially the board thingys

    • @park0urpulse
      @park0urpulse Před 21 dnem +18

      @@Daniel-sy6gswhen you tried to stand on them then your spine almost gets dislocated

    • @Daniel-sy6gs
      @Daniel-sy6gs Před 21 dnem +14

      @@park0urpulse damn we all tried standing on it underwater to see if we could actually surf it 💀

    • @Etheranex
      @Etheranex Před 21 dnem +7

      @@Daniel-sy6gsI used to be a swimmer like you, then I took a board to my face.

  • @crustybomb115
    @crustybomb115 Před 21 dnem +156

    sound barrier in the water is roughly 5400 km/h, so you WERE close to getting a sonic boom outside of the water, just not IN it...

    • @SirHeli
      @SirHeli Před 21 dnem +43

      Trailmakers doesn't account for that stuff, He's broken the sound barrier before in water at the exact same speed as in the air, Trailmakers doesn't really care.

    • @firedale2002
      @firedale2002 Před 21 dnem +12

      @@SirHeli Was that before or after the water expansion?

    • @SirNobleIZH
      @SirNobleIZH Před 21 dnem +5

      ​@@firedale2002both

    • @Hadeks_Marow
      @Hadeks_Marow Před 21 dnem +9

      No he wasn't. That speed was the calculation of the teleportation, not his actual travel.
      Speed in this game is calculated by distance over time. 1 frame he was in one position, the next frame he is teleported somewhere else BY respawning. Time is those 2 frames, distance is how far he teleported. It's an oversight on how trailmakers handles teleportation which carries over with alot of their different systems. Point is, that 2000 was not actually from buoyancy, but rather just the natural (unintended by the devs) occurrence from respawning while in a moving vehicle.

  • @CaptainFlips
    @CaptainFlips Před 21 dnem +173

    You might break the sound barrier with this if you place the seat at the top. The game has to have some point of reference for the sound barrier and if it's the seat (which seem likely), by placing it at the top, you're basically bringing it out of the water at max speed, not at the speed that the vehicle has once it's completely out.

    • @Blackbirdtree1
      @Blackbirdtree1 Před 21 dnem +11

      the speedometer shows how fast the seat is going, if it was right then the seat was going supersonic. you can still make a sonic boom underwater

    • @CaptainFlips
      @CaptainFlips Před 21 dnem +9

      @@Blackbirdtree1 you can make a boom at 1234 kmph underwater in Trailmakers?

    • @outandabout259
      @outandabout259 Před 21 dnem +5

      @@CaptainFlips yes

    • @soapsudz8208
      @soapsudz8208 Před 21 dnem +1

      @@Blackbirdtree1 I forgot about that.

    • @thedude4039
      @thedude4039 Před 21 dnem +9

      The whole vehicle is a rigid body. It has one speed. If the tip of the vehicle breaks the sound barrier so will the seat at the back.

  • @blaketfg9374
    @blaketfg9374 Před 21 dnem +38

    Request: Make buoyancy gliders. Have to use bouyancy to launch yourself into the sky and start gliding. Maybe could turn into a dogfight video

  • @user-fl9uf8zv9b
    @user-fl9uf8zv9b Před 21 dnem +23

    the devs should add a under water version of the test map
    or something like that

    • @EpsilonRosePersonal
      @EpsilonRosePersonal Před 17 dny +2

      Maybe just a slider that lets you set a water height on the current test map?

  • @georgethecat5150
    @georgethecat5150 Před 21 dnem +26

    Don’t you love when logarithms are everywhere, especially diminishing returns like adding more and more pontunes on the effect of weight

    • @jaspermooren5883
      @jaspermooren5883 Před 11 dny

      It's more the hydrodynamics though than mass. Both air and water resistance is relational to the square of the velocity. So going faster quadratically makes the resistance go up. Technically there's some more stuff to water than air (well super technically not, but the viscosity of air is practically 0), but the basic stuff is the same. And I highly doubt Trailmakers calculates it any different, since their aerodynamics and hydrodynamics math seems to be fairly simple.
      If it was relating to mass, the effect would actually be bigger, since the effect of the weight of the diving bell will get closer to 0 by adding more pontoons.

  • @tombroad9239
    @tombroad9239 Před 21 dnem +120

    Me: Racking my brain, trying to understand how something can be more buoyant in air, but far less buoyant in water...
    The game, which relies on code, and not actual physics: Bruh.

    • @ledocteur7701
      @ledocteur7701 Před 21 dnem +14

      It actually has the same buoyancy in water and in air, it's hydrodynamics that make it much slower.

    • @tombroad9239
      @tombroad9239 Před 21 dnem +5

      @@ledocteur7701 Does that mean... the pontoons are more buoyant in water...?
      Buoyancy should contribute a force consistently relative to the density of the surroundings.
      Assuming the balloon is exerting the same relative force, that being enough to ascend at ~20 in water, and then at 160+ in air... How does the pontoon rise 3x faster in water, but not at all through the air?

    • @TeeJai2010.
      @TeeJai2010. Před 21 dnem +4

      The pontoons, as you explained, are reactive to the environment; if you put air or carbon in water, it will most likely float, but if you put air in air, it most likely will float down; this is because things float due to its forces being less dense / lighter than its environment ex: water, air.

    • @tombroad9239
      @tombroad9239 Před 21 dnem +3

      @@TeeJai2010. If I understood that correctly... Such a functionality exists only for the pontoons?
      If it is the pontoons which change depending on the environment, their weight-offsetting force must decrease drastically in the presence of air.
      For the balloon to rise at 20 underwater, and at 160 in the air, the drag must be 8 times greater in water.
      The pontoon, with comparable volume and comparable drag, rose at 60, that being 3 times the rate, meaning it was 1/3 the density.
      If that's seriously how the pontoons work, and then they're programmed to lose their excessive buoyancy once they reach/pass the water's surface... that's kinda dumb.
      At this point, it's worth mentioning; Each part has a weight stat, but Scrap didn't seem to be paying too much attention to these. I'm not sure that they relate directly to the buoyancy of the part, but I wonder what their relation is...?

    • @ledocteur7701
      @ledocteur7701 Před 21 dnem +13

      @@tombroad9239 In this game it's not relative to pressure, because pressure doesn't exist in the game.
      "Buyancy" is also not real, instead they just give upward thrust that mimics buyancy, it's essentially a thruster wearing a disguise, and they activate based on the environment it's in.
      what does exist is 3 environments, "air", "water" and "space", the pontoons only give "buyancy" when in "water" and the balloons give "buyancy" when in "air" and "water", but that "buyancy" is the same amount of thrust.
      And yes, pontoons do have more "buyancy" than balloons, but they are off when in "air".

  • @scottaroondog1502
    @scottaroondog1502 Před 21 dnem +77

    Scrapman harnessing his inner dolphin

    • @Lectrikfro
      @Lectrikfro Před 21 dnem +3

      And his creation just "So Long And Thanks For All The Fish"s right off the planet

  • @mark2446.
    @mark2446. Před 21 dnem +26

    21:43 scrapman hits 2024 kph, nice

    • @foxythepirate1504
      @foxythepirate1504 Před 21 dnem +3

      At 21:45 seconds of this video you can see how Scrapman reached a speed of 2,307 km/h and earlier he reached 2,212 km/h.

    • @UBAT128
      @UBAT128 Před 21 dnem +1

      @@foxythepirate1504 he actually reached 2455 kph at 21:36 use '' keys to play the video frame by frame when paused

    • @foxythepirate1504
      @foxythepirate1504 Před 21 dnem +1

      @@UBAT128 My mistake, I didn't look carefully, that's why I suggested it. Thank you for correcting my mistake and I also want to say that I watched this video on YT on my phone and not on my computer. I didn't look at the speedometer carefully and that resulted in the mistake I made and thank you again for correcting me.

    • @Hadeks_Marow
      @Hadeks_Marow Před 21 dnem +2

      None of these numbers were genuine. That was an oversight in how teleporting works in the game. That "speed" was calculated based on the previous position (before he teleported) and his current position (after he teleported).
      It's an unintended oversight in how the game is programmed.

    • @mark2446.
      @mark2446. Před 20 dny

      @@Hadeks_Marow Oh, thanks i didn't know that

  • @crimzonplays1134
    @crimzonplays1134 Před 21 dnem +5

    The vehicle equivalent of Pulling a Pool noodle underwater as far as possible to launch it at high speed.

  • @dayzer001
    @dayzer001 Před 21 dnem +4

    When buoyancy experiment turns into a meme:
    Pontoon: **floats**
    ScrapMan: 9:20

  • @buckduane1991
    @buckduane1991 Před 20 dny +3

    Sound travels roughly five times faster in sea water than it does through air, and even then it varies depending how deep you are due to pressure. The “valley” of the wave as you called it is actually called the “trough”, and the crest is called… the “crest”. You want a ship to face into them so waves break across the bow, whereas if your ship is running length down the trough, the next wave can and will roll you over and capsize you. The RMS Queen Mary nearly rolled over when struck by a rogue wave while carrying thousands of US Troops in 1943, rolling to 45 degrees and holding their for what felt like an eternity before she finally righted. Lusitania also experienced a rogue wave that tore her upper bridge off.

  • @Hadeks_Marow
    @Hadeks_Marow Před 21 dnem +2

    Hey scrapman,
    Remember when I explained how trailmakers deals with positional data when teleporting? It was in your space video testing max speed. You found the trail particle system was acting weird due to teleporting across the map.
    Yeah, same thing here with your 2000 speed. Speed is distance traveled over time. By respawning, your position 1 frame was where you where, your position next frame is where you respawned at. That "speed" isn't you actually "traveling", it's the calculated speed of the teleportation. You did NOT go super sonic, I'm sorry to say. This again is an oversight on the devs not clearing the values on teleporting.
    I will however suggest that you try going long instead of tall. Tall means that not only will you have less up travel, but the bottom buoyancy will be fighting with the top. Buoyancy naturally wants to be leveled. By making it tall instead of going sideways, you are actively fighting against the forces. On top of that, once the peak breaches, the parts above water are effected by gravity giving you downward force when what you are aiming for is upward force.
    Yes, this will mean needing more blocks to help with aerodynamics, but the tradeoff is worth it. Trust me. Wide > Tall.

  • @RamadaArtist
    @RamadaArtist Před 20 dny +2

    Dude _repeatedly_ saying "area" when he means "volume" would have been fighting words in my 9th grade geometry class.

    • @SnakeMichael
      @SnakeMichael Před 18 dny

      He also keeps saying “aerodynamics” instead of “hydrodynamics” which is bugging me

  • @Ceractucus
    @Ceractucus Před 21 dnem +1

    ScrapMan, I have two ideas for how to reach Mach 1.
    The problem is that as soon as the pontoons reach the surface you are sacrificing speed to lift them above the waterline.
    Solution 1: The long shot. For every cluster of pontoons (every 4 for instance) separate them with a destructible connector that is set to disconnect when altitude reaches air. This way, most of your weight is generating buoyancy (speed).
    Solution 2: The pontoons on the bottom generate the most buoyancy, so expand the bottom by adding more pontoons to it.

  • @lucidocelot
    @lucidocelot Před 21 dnem

    I love that you keep coming up with new ideas for this series

  • @traubeminzeberlin
    @traubeminzeberlin Před 21 dnem +1

    Sound moves at a faster speed in water (1500 meters/sec) than in air (about 340 meters/sec) because the mechanical properties of water differ from air.

  • @Nojaru
    @Nojaru Před 21 dnem +8

    When expanding horizontally, realize that a vehicle with two columns of pontoons is functionally the same as two separate single column vehicles except that with the two-column vehicle, each column is accelerating half a diving bell, while the single column vehicle is accelerating the whole diving bell.

    • @Lectrikfro
      @Lectrikfro Před 21 dnem +2

      It's a shame that adding a bunch of logic to do some sort of staging so it can shed weight as it approaches the surface (eliminating the weight of the pontoons after they break the surface when they no longer provide buoyancy) would probably just lose just as much speed to the extra weight as it would gain

    • @IgnavumFortuna
      @IgnavumFortuna Před 21 dnem +1

      Technically, there is such a thing as surface drag. And if you double the width (in two dimensions) you get more lift per surface area. I'm just not sure if Trailmakers considers that kind of drag.

    • @sterlos1499
      @sterlos1499 Před 20 dny

      @@Lectrikfro would cause a zero drag glitch and be cheating anyway

  • @Rellek2700
    @Rellek2700 Před 21 dnem +11

    yeah buoy! Best Quote I have heard in weeks and best laugh I had too, thank you

  • @lohan1361
    @lohan1361 Před 21 dnem +18

    It's better to put them in a big flat square than a tower if you want to maximise the jump, because once the pontoon is out of the water it becomes dead weight, and when about half of them are out of the water you already start loosing speed ( technicaly with a 100 tall tower it wouldnt get out of the water)

    • @francislacap4800
      @francislacap4800 Před 21 dnem

      Water has physics in trailmakers

    • @ThePhonax
      @ThePhonax Před 21 dnem +1

      Yea but a big square literally gets no speed to get out of the water

    • @ledocteur7701
      @ledocteur7701 Před 21 dnem +4

      hydrodynamics however absolutely destroys the benefit of a big square.

    • @Hadeks_Marow
      @Hadeks_Marow Před 21 dnem +2

      @@ledocteur7701 Yeah agreed, but a flat line works better than a tall pole though. Yes, it requires more hydrodynamic blocks to make it less resistant, but the tradeoff is worth it.
      You don't want the bottom fighting with the top, because at that point, that is forces fighting with eachother. No bueno.

    • @ledocteur7701
      @ledocteur7701 Před 20 dny +1

      @@Hadeks_Marow I mean.. in real life a flat line would be better, but with the game simplified hydrodynamics, it's the same thing as a big square, since water doesn't "flow", all that matters is how many drag arrows you have, aka the surface area, which is the same for a square and a line with the same amount of pontoons.

  • @ramrod1290
    @ramrod1290 Před 21 dnem

    Easily one of the most satisfying and fun to watch experiments you’ve done

  • @xenoexedude20
    @xenoexedude20 Před 21 dnem

    Its cool to see this guy still making videos

  • @ejectionseat4483
    @ejectionseat4483 Před 21 dnem +4

    On the stranded in space map there is a point where you can go down underwater far further than here, hope it might help

  • @Cyber_Glitch.
    @Cyber_Glitch. Před 21 dnem +1

    SCRAPMAN!! AFTER ALWAYS WATCHING YOU WHILE I WAS 6 YEARS YOUNGER I FINALLY FOUND YOU AGAIN!!

  • @natcholyser
    @natcholyser Před 21 dnem +2

    What if you did like an underwater glider, which instead of using gravity like an normal Glider it uses Pontoons. Maybe you could then go sideways under water and thus spend more time there to gain more Energy from the Pontoons

    • @coryman125
      @coryman125 Před 21 dnem

      Actually this is a really cool idea! Would like to see it explored

  • @APrathamMomaya
    @APrathamMomaya Před 21 dnem +1

    It broke the sound barrier but in the water

  • @joshuapepler942
    @joshuapepler942 Před 21 dnem

    He always has a new concept to surprise us with

  • @guardiantko3220
    @guardiantko3220 Před 21 dnem

    getting mad ancient aliens vibes near the end when editing did the slow mo zoom in and the music lmao love it

  • @tobywebb2112
    @tobywebb2112 Před 18 dny

    The inefficient of the balloon blocks makes way for a very unique idea where you can have a flying machine or maybe even an ornithopter that both Works outside of the water and underwater in the same way

  • @AlrenClan
    @AlrenClan Před 19 dny

    I think it would be fun to see an evolution series where you ban certain blocks, like planes without modular wings, cars without wheels, submarines without buoyancy, space without quantum rudder, etc…
    This would put a really fun twist on the evolution series.

  • @steeljawX
    @steeljawX Před 20 dny

    Scrapman's just making reverse dive toys for mermaids. They're float toys. "It's going closer to the surface You're going to have to hold your breath the further out of the water it goes!!!! 1.3 meters high on a single breath!!!! WHOA!!!" Meanwhile some 'posh' urbanite mermaid moms hanging out by the reefs, "HEY KIDS!! We already told you, stay in the deep end of the floating pool! Only big mermaids can float in the shallow end!" Sorry, it's Monday and I need something to keep my mind entertained while I drone on at work.
    Also, I feel like in some edited universe, Scrapman ends up buoyancy launching himself into the Spacebound DLC map and then it's just a Shooting Stars meme all over again.

  • @rjgraylight
    @rjgraylight Před 20 dny

    I'm fairly certain that the height of the creation is hindering it's max speed. As you mentioned, the amount of time in the water has an impact on how much speed it can build it. Your creations weren't getting nearly enough time underwater, so the logical thing would be to make it shorter. Bigger isn't always better.

  • @bmggaming6853
    @bmggaming6853 Před 21 dnem

    I think a good update to this game would be allowing the player to create their own map, that way you can make the ocean as deep and as big as you want. Or if you want near unlimited flat ground you can make your own map for it

  • @yohoki4642
    @yohoki4642 Před 21 dnem

    One thing that might have helped just a bit, you could probably have used the smaller pontoons (4x2x2) as structure blocks in the cones. It probably wouldn't have helped a lot, but they're adding negative weight underwater, so it would be something. Maybe enough to hit the 1200 consistently since you were so close.

  • @MBRenegade.
    @MBRenegade. Před 21 dnem +1

    I am surprised you didnt try half the height and add it onto the width, allowing you double the time underwater to speed up.

  • @zacharybrendlen9018
    @zacharybrendlen9018 Před 20 dny

    the reason the balloon didn't give you a huge lift is cause water pressure collapsed the balloon to be a dense air pocket, instead of the pontoons rigid buoyancy.

  • @adietbeans8420
    @adietbeans8420 Před 21 dnem

    You should try the edges of the stranded in space map. Pretty sure those areas go pretty deep. Im unsure if it goes deeper than the high seas, but you can check it out

  • @dragongamerandart
    @dragongamerandart Před 19 dny

    21:14 by going frame-by-frame, I can see that you did break the sound barrier for outside the water, you just weren't fully out of the water at that moment. Your maximum speed there was 2040 kph.
    21:27 max of 1726 kph
    21:36 max of 2455 kph
    I bet if you put more buoyancy blocks inside of the wedges instead of all grid blocks, you probably would be able to get it after lost of trials.
    ScrapMan, you CAN break the sound barrier with Pontoons. It is possible. You are so close to getting another barrier breaker here.
    I wish you the best of luck.

  • @Banana-macaroni
    @Banana-macaroni Před 21 dnem

    I was so mad when u didnt increase the buoyancy on the buoyancy control block I swear. but anyways sick vid

  • @user-lm1np7hm5k
    @user-lm1np7hm5k Před 20 dny

    I kinda want to see this experiment irl, would make an interesting area denile system

  • @jasonmagers149
    @jasonmagers149 Před 21 dnem +1

    The speed of sound changes depending on the medium. The speed of sound in fresh water is around 3300 mph saltwater is around 3350 mph. I'm rather amazed that trailblazers seems to have accounted for this.

  • @zombiemage1451
    @zombiemage1451 Před 21 dnem

    since those last few versions were all so close together, i wonder if it might actually improve your results if you took the wide version and removed a couple vertical layers of pontoons so you don't have weight leaving the water as soon and effectively give yourself more 'runway'

  • @karyjas1
    @karyjas1 Před 9 dny

    Its always about ratio of propelling blocks versus non propelling blocks. Every block has some weight and some blocks propel. You divide the two and get a ratio. Then you basically try to build a vehicle that in total has that ratio as close as possible to the propelling block ratio. That is what i mean its always a ratio game. A third pontoon will not add (100km/h)/2^2, it will add Pontoon_propelling_to_weight_ratio/(All_ratios_originally/number_of_blocks_originally)
    Basically, imagine its just the propelling block and nothing else. That technically should be peak performance, but you will have to add blocks that dont contribute to performance

  • @della1923
    @della1923 Před 21 dnem +1

    They should have a map that is just water and it has a depth of 10000 in every direction for testing watercraft out like wart they did for the land vehicles

  • @grantarmstrong2968
    @grantarmstrong2968 Před 21 dnem

    Challenge: create a vehicle that is powered by buoyancy. Essentially, this would mean all your thrust must be vertical (meaning you can use the pontoons and even air balloon). Your goal is to create a vehicle that can redirect that vertical thrust into horizontal to create a vehicle that moves through the water by dolphining through it, using the force of bouyancy (and possibly adding extra force using the air balloon) to move

  • @the_Acaman
    @the_Acaman Před 21 dnem

    I would try a less tall pontoon tower after some point- the wider version I mean. That many pontoons going out of the water early may be the reason you hit a cap in speed

  • @alexbrown5390
    @alexbrown5390 Před 21 dnem

    scrap man you forgot about square cubes law, you get less surface area and more volume each time the tank gets bigger

  • @CATel_
    @CATel_ Před 20 dny +1

    This vehicle must be a dog,
    Considering it's a very good buoy.

  • @bonesciencegaming3863
    @bonesciencegaming3863 Před 21 dnem +1

    Can you make a jellyfish submarine, kind of like an ornithopter but for water, it would only use the jellyfish movement to propel it

  • @dimoichi5841
    @dimoichi5841 Před 19 dny

    Make the entire thing shorter, fatter, and then cap the top for hydrodynamics, it should allow greater acceleration from being under the water longer.

  • @TheRealSkirene
    @TheRealSkirene Před 21 dnem

    I think the reason the speed ramps up near the surface is due to the waves essentially forcing your craft to move upwards quicker

  • @ethanblancas7228
    @ethanblancas7228 Před 21 dnem

    I'm still interested in seeing if balloons going on atmosphere keep their speed going into space and how fast it will be

  • @falconfirecodm4159
    @falconfirecodm4159 Před 21 dnem +7

    if you think of it, the speed of sound in water is much faster than in air because water is denser.
    so maybe that is why you did not get the sonic boom in water. you need to go at least 5220 kmph to break the sound barrier in water.

    • @ThatGamerPilot
      @ThatGamerPilot Před 21 dnem +3

      Trailmakers doesnt take that into account

    • @falconfirecodm4159
      @falconfirecodm4159 Před 21 dnem +1

      @@ThatGamerPilot true, but I just wanted to put this out there for people to know the reality.

    • @ThatGamerPilot
      @ThatGamerPilot Před 21 dnem

      @@falconfirecodm4159 ahh okay

  • @gabrieltolman4674
    @gabrieltolman4674 Před 13 dny

    Fun fact, this was once used in theoretical weapon testing. What would happen when they launch missiles from underwater, specifically.
    Edit: I suggest expanding the cone radius of the top of it.

  • @ontdekkingszeiler1114
    @ontdekkingszeiler1114 Před 20 dny

    curious what happens when shortening it again to lessen the amount of pontoons outside of the water while still accelerating, also the last few videos I'm pretty sure you would've been able to use slightly less weight by turning the wedges 90 degrees and attaching them using the single side point

  • @WillGrout
    @WillGrout Před 20 dny +1

    In the stranded in space campaign map is the ravine at the reef any deeper?

  • @WarMaker85
    @WarMaker85 Před 21 dnem

    Multiplayer Monday Idea:
    SPLEEF BUT YOU CAN GO IN REVERSE (for 5 seconds, maybe?)
    Thank you for the great content!

  • @limbomask4745
    @limbomask4745 Před 21 dnem

    The altitude sensor has a "ignore waves", meaning the stationary water of the depths and the waves at the top are not the same, likely to allow the waves to throw things around.

    • @limbomask4745
      @limbomask4745 Před 21 dnem

      Probably a different water material from the original water that was still water (making waves sparkling water

  • @rolandramirez44
    @rolandramirez44 Před 21 dnem

    I wonder if adding altitude sensors to detach each pontoon when they reach sea level would prevent acceleration loss as they no longer provide buoyancy but weight once they pass the water surface

  • @thedude4039
    @thedude4039 Před 21 dnem +1

    Break the sound barrier by spinning fast.

  • @ettora
    @ettora Před 21 dnem

    so could you use buoyancy and strong wing/paddle surface to convert the upwards movements generated into forward momentum ? used to have a toy that did that by being very flat and hydrodynamic

  • @endworldofwolflords9445
    @endworldofwolflords9445 Před 21 dnem +1

    I'm just curious wouldn't the top fins catch water n slow you down as they face towards each other instead of just out??

  • @abhilashdash3196
    @abhilashdash3196 Před 21 dnem

    i wonder if like the shape of top wedges matters like they catch water between them. (Based on trailing hydrodynamis)

  • @MarkLin77
    @MarkLin77 Před 21 dnem

    scrapman remenbering his breaking the sound barrier playlist: its free real estate

  • @Jesse-zk9ge
    @Jesse-zk9ge Před 21 dnem

    I don't know if you just realized that but I believe he made a pogo stick that worked in the ocean. 14:00

  • @Muchhunk
    @Muchhunk Před 21 dnem

    Well, the devs should take this as a inspiration to create a underwater map, like they did it on the space update.

  • @ReconFallout
    @ReconFallout Před 21 dnem

    Why is this actually kinda funny

  • @RealTwiner
    @RealTwiner Před 21 dnem

    I paused it when you did your first test at 4 columns, it reads 2040, thats nutters

  • @garand70
    @garand70 Před 21 dnem +1

    How to give your avatar the bends 101

  • @Realcivilengineerlover69-pq7nk

    You should make a mini game when you have mini versions of these and you have to aim yourself upwards to hit the boats/enemies and there is a time limit to get them

  • @terra_king1746
    @terra_king1746 Před 20 dny

    the water in the campainmap is nearly inifinitely deep. I think it is determined by the mapsize and if you go to deep you get teleported back but it is very deep ( I dont think theres video of it on youtube and ive never tryed it but that is how trailmakers generally handels maps like this.) alternattively you could glich into the grond on danger Iland and do it in the mountain because for some reason theres water in there

  • @HabaDaba-pe1bt
    @HabaDaba-pe1bt Před 20 dny

    you can't get a sonic boom because your seat is at the bottom, the sonic boom always gets registered from the seat, so because most of the creation is already out of the water before your seat you get slowed down enough to not boom, and the speed of sound is higher in water

  • @hudsonrhodes566
    @hudsonrhodes566 Před 21 dnem +1

    you shuld do a battle where you use the buoyancy control device as foltation and have them inflatedthe hole time so when you shot them off the boat sinks for real

  • @sharpshooter7540
    @sharpshooter7540 Před 20 dny

    I dont know if this has been patch because I haven't played in a while, but I think there's a really deep part if you go off of treasure island a bit

  • @G3N3515DM
    @G3N3515DM Před 21 dnem

    compact is better than long, the buoyancy changes over the course of it coming out of the water, and you want that change to be as rapid as possible, less of a footprint i think would give you more of a pop out the water

  • @Flying.Dutchm4n
    @Flying.Dutchm4n Před 21 dnem

    13:56 that was aan enormous pogo stick 😂

  • @MoreDapperMelon1080p
    @MoreDapperMelon1080p Před 21 dnem

    video idea: a 2v2 or 1v1 match where cars are pitted against planes. The goal is for the planes to kamikaze into the cars, while the car drivers have bombs that they can launch into the air to destroy the planes before they hit the car. The winner will be the driver who survives the longest

  • @sloth_vids
    @sloth_vids Před 21 dnem

    air expands when you go up underwater when you are scuba diving that can cause your lung to rupture :}

  • @tombroad9239
    @tombroad9239 Před 21 dnem

    I'm honestly interested now, in how Trailmakers calculates drag.
    The aerodynamics displayed in build mode is one thing, and that's simple enough, but in practice, it must use a completely different system.
    Does it calculate drag on each face, despite only displaying the drag on the front? If so, shouldn't there at least be an option to see the aerodynamics of all 6 faces in build mode?
    When moving in a direction that does not align perfectly perpendicularly with one face, how does it calculate the drag across multiple faces?
    What about rotation, instead of linear motion? Does it factor in aerodynamics on different sections of the same face, especially factoring in an angular component?
    And dynamic components. When there are moving parts to a creation, which turn and do different functions on their own, how does it calculate the drag on these parts in relation to the rest of the build, and relate it back to the whole creation? Would this have something to do with how dynamic parts sometimes spasm away from the build in multiplayer, as it is separately calculating their interactions, before relating them back together?
    So many questions... It's apparent that there's a lot more to this system than I understand.
    If anyone knows anything relating to any of these questions, or even has any ideas to contribute, by all means, I want to hear anything you've got. I've never taken it that seriously, but from the way veterans approach it, it seems to be a seriously advanced system...

    • @tombroad9239
      @tombroad9239 Před 21 dnem

      Also, the difference between water and air. In the space map, they also have varying atmospheres on each 'planet', which might be an indicator. I assume this is the most simple mechanism. All drag calculations must face a multiplier depending upon their environment.
      But then, it applies more drag to the parts in contact with water than it does to parts in contact with air, so it must be applied separately. BUT THEN, in the space map, when it displays atmosphere, it shows a value for the whole creation.

  • @taurus4865
    @taurus4865 Před 20 dny

    9:23 he said yeah buoy which made me laugh im on the ground😂

  • @davidgaminggallegos7674
    @davidgaminggallegos7674 Před 21 dnem

    My guess as to why you go slower when you're deeper in the water is because the water pressure would make the water denser, and much like the atmosphere higher you go the faster you can go because there is less drag on the vehicle to slow it down because it's running into less molecules of stuff be it air or water or any other gas or liquid that you can travel through

  • @Lesatur
    @Lesatur Před 21 dnem

    By 21:14 with 0,25 Playback Speed you can see that he got over 2000 KPH.
    Recognising the placement of the seat, which others concluded would be the place of recignicion for the sonic boom and the different speed of sound in water you did get a sonic boom on technicality.

    • @UBAT128
      @UBAT128 Před 21 dnem

      he actually reached 2455 kph at 21:36 use '' keys to play the video frame by frame when paused

  • @Alkumist
    @Alkumist Před 21 dnem

    I need this tested again, but half the height and double the width. You need to maximize time under water to gain that speed

  • @xkansasxcowboyx3913
    @xkansasxcowboyx3913 Před 21 dnem

    Yo scrap. When you hit your cap speed you need to shrink the height. That will get you more water to go up through. So take the pontoons frome the top and spread out to a larger profile around the dive bell. Using the pontoons to fill empty spaces between the aerodynamic pieces will reduce weight cost.

  • @rankin23007
    @rankin23007 Před 20 dny

    OOo idea. Make explosive buoys using the power coupling to attach it to the ground. And have a race around them

  • @gdotp5125
    @gdotp5125 Před 14 dny

    I was gonna try this tonight.. Seems kinda redundant after watching this 😂

  • @Kind321
    @Kind321 Před 21 dnem +1

    9:18 "Yea Boiiii!"

  • @hudsonrhodes566
    @hudsonrhodes566 Před 20 dny

    you shuld do a battle where you yse the buoyancy control device as flotations and have them inflated the hole time so when you shot them off the boat sinks

  • @Eternal_Night69
    @Eternal_Night69 Před 21 dnem

    I think instead of wide he should've had them on the sides of the diving bell so that he's more in line and that he doesn't need it to be so towering meaning he gains more speed with more room

  • @gnomed3129
    @gnomed3129 Před 21 dnem +3

    Your build is very long, and alot of the bouyancy is spread through out the whole build. Meaning that when u launch and the pontoons go out of the water, they become weight with no more power and u will lose acceleration the further up u go. So when u spawn = high acceleration, Exiting water = low acceleration. So the best thing would be too put alot of bouyancy on the tail so most of the weight exits at the same time as all the bouyancy exits. Then u would get: spawn : high acceleration and when u exit high acceleration, which would mean u would go faster with less bouyancy that u used and it would be much shorter. if u need more explaination please comment under this😀

  • @Speedy-vt4mm
    @Speedy-vt4mm Před 21 dnem

    Video idea: look how fast you can fall from the sky by just using aerodynamic pieces , a seat without using any additionally weights and try to break the soundbarrier

  • @tinytruck2108
    @tinytruck2108 Před 21 dnem

    4:30 idk what music is playing here but i want to listen to it forever

  • @FUGP72
    @FUGP72 Před 21 dnem

    If you peak at 2000 while still in the water, you aren't breaking the sound barrier. Speed of sound in the ocean is about 5400KPH

  • @GummieI
    @GummieI Před 21 dnem

    21:14 actually reached 2040 at the peak at that jump (have to single step frames ofc to catch it)

  • @Muis33
    @Muis33 Před 21 dnem

    Breaking the sound barrier with buoyancy... What's next, sails? JK but maybe try it with weights to see if you can sink faster than the speed of sound.

  • @constantinleisse3420
    @constantinleisse3420 Před 21 dnem

    MM suggestion:
    What about using this thing as a launching mechanismen for MM and you have to build a glider. You target is to fly the farthest. Limitations: none. You have to find the sweet point between drag to fly from the glider or the capsule around the glider and the speed and height you want to start from after the launch from the water.

  • @Brody3561
    @Brody3561 Před 21 dnem +1

    Make a trebuchet using the power couplers

  • @nugget1hp
    @nugget1hp Před 21 dnem

    id love to see that experience irl