- Видео 60
- Просмотров 94 122
john
Добавлен 10 май 2023
a bad channel for bad content, most of it being technical in nature.
PID Controllers Explained and Applied in Trailmakers
A video about what a PID controller is (explained with minimal math), what does it mean, how does it work, why use them, and how to apply them in the context of Trailmakers.
list anything you want to see in the next video, in the comments.
creations:
alt P controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122299
alt PI controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122331
alt PID controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122370
simple prop PID controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122262
unstable boat PD controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122179
list anything you want to see in the next video, in the comments.
creations:
alt P controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122299
alt PI controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122331
alt PID controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122370
simple prop PID controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122262
unstable boat PD controller: steamcommunity.com/sharedfiles/filedetails/?id=3420122179
Просмотров: 54
Видео
Drone Carriers and IMUs in Trailmakers
Просмотров 1,6 тыс.21 день назад
I mix of explanations on IMUs as well as a few technical discussions on their implementation in a personal project linked below. IMU demo: steamcommunity.com/sharedfiles/filedetails/?id=3406570171 automated drone: steamcommunity.com/sharedfiles/filedetails/?id=3406570437 automated drone carrier (controls listed in its desc): steamcommunity.com/sharedfiles/filedetails/?id=3406570536
YF-23 and Aim Servo Tech in Trailmakers
Просмотров 2,4 тыс.Месяц назад
this video focuses on some rarer uses of aiming servos which i see as under utilized as well as the sick YF-23 i made. creations: 360 cam demo: steamcommunity.com/sharedfiles/filedetails/?id=3392043019 360 cam CAS heli: steamcommunity.com/sharedfiles/filedetails/?id=3392043366 YF-23: steamcommunity.com/sharedfiles/filedetails/?id=3392046062 YF-23 reduced complexity: steamcommunity.com/sharedfil...
Making My Game in Trailmakers
Просмотров 630Месяц назад
i made a space flight game. it uses about 300 to 400 logic blocks. this video is about what it is, how to play, and details you can use yourself. creation is linked below for you to play, controls are in the item description. steamcommunity.com/sharedfiles/filedetails/?id=3382369099
Flight Sim Dogfighting in Trailmakers
Просмотров 3,5 тыс.2 месяца назад
I finally added pvp dogfighting to the flight simulator i made in my last video. now with three options of planes. last video: ruclips.net/video/i9nDNfRWmqo/видео.html commenter from the last video: @Pystro creations: mm: steamcommunity.com/sharedfiles/filedetails/?id=3373052390 ml: steamcommunity.com/sharedfiles/filedetails/?id=3373052469 mh: steamcommunity.com/sharedfiles/filedetails/?id=3373...
Working Flight Simulator in Trailmakers
Просмотров 2,7 тыс.2 месяца назад
I made an analogue flight sim and it works decently well and I wanted to share it. Tom Scott video referenced: ruclips.net/video/AcQifPHcMLE/видео.html flight sim 0.3: steamcommunity.com/sharedfiles/filedetails/?id=3368869482 flight sim 0.8: steamcommunity.com/sharedfiles/filedetails/?id=3368869740 flight sim f: steamcommunity.com/sharedfiles/filedetails/?id=3368870373
How to Armored Core in Trailmakers
Просмотров 2,9 тыс.2 месяца назад
my journey on making an Armored Core in trailmakers and the lessons i learned for other to learn from. creations: flight module: steamcommunity.com/sharedfiles/filedetails/?id=3364881397 flight legs: steamcommunity.com/sharedfiles/filedetails/?id=3364881766 my final AC: steamcommunity.com/sharedfiles/filedetails/?id=3364882227
Understanding Plane Balance
Просмотров 5403 месяца назад
just a quick explanation of what each force does and why a balanced plane might not be flying perfectly straight and why that can be good or bad depending on the purpose. intro is used as a parody of Vsauce, the music itself is made by Jake Chudnow. I will gladly pull the video down and modify it if requested.
Realistic Space Combat and Ship Guide in Trailmakers
Просмотров 8943 месяца назад
my attempts at explaining realistic space combat and ship design so that you can build your own. the two ships are linked below. as are a few different types of near future warships in videos. Luna Burns. I am not qualified for any of this but I have been interested in stuff like this for a while so I just made this as a very bad jumping off point for other players. no research went into this v...
Sea Skimming Missiles in Trailmakers
Просмотров 8243 месяца назад
my attempts at making combat practical sea skimming missiles in the new waters where there are waves everywhere. there is a direct correlation between the amount of sanity i have left and the thumbnail quality. no creations to be linked because all of them are terrible.
Working MS Paint in Trailmakers
Просмотров 5904 месяца назад
the core functions of an art program are surprisingly simple, so here i tried to recreate them. my sanity feels like it has been dragged through a cold war storage shed in Nevada. the final painting program: steamcommunity.com/sharedfiles/filedetails/?id=3336232092 the other creations shown chronologically: steamcommunity.com/sharedfiles/filedetails/?id=3336231159 steamcommunity.com/sharedfiles...
Working Modless Missiles in Trailmakers
Просмотров 3,6 тыс.4 месяца назад
my attempts at trying to make a sensor guided missile, and there by showing that its an impossibility. previous video: ruclips.net/video/U0h9bnrXaL8/видео.html creation: steamcommunity.com/sharedfiles/filedetails/?id=3332007323 i live in the walls of a Vancouverite and eat asbestos. i can feel the time slipping away from my life.
New Railgun Stuff in Trailmakers
Просмотров 2,6 тыс.5 месяцев назад
just covering some changes to railguns and my try at a simple and effective railgun. video used as reference to begin work: ruclips.net/video/HsEDv0KHL6U/видео.html
Advanced Auto Cloaking in Trailmakers
Просмотров 4,3 тыс.5 месяцев назад
credit goes to Whemplar: ruclips.net/video/ 7A9awJhF8/видео.html creations: auto stealth test 1-5: steamcommunity.com/sharedfiles/filedetails/?id=3311344530 steamcommunity.com/sharedfiles/filedetails/?id=3311344622 steamcommunity.com/sharedfiles/filedetails/?id=3311344714 steamcommunity.com/sharedfiles/filedetails/?id=3311344788 steamcommunity.com/sharedfiles/filedetails/?id=3311344863 the jet ...
Tips, Tricks, and Avionics in Trailmakers
Просмотров 4,7 тыс.5 месяцев назад
just a video about some details in making aircraft that i felt more people should know. also i needed an excuse to build however many aircraft for fun. creation links: mig 21: steamcommunity.com/sharedfiles/filedetails/?id=3303697754 mig 21 no drag: steamcommunity.com/sharedfiles/filedetails/?id=3303697858 gripen: steamcommunity.com/sharedfiles/filedetails/?id=3303698203 f 8: steamcommunity.com...
Understanding Q-Rudders in Trailmakers
Просмотров 1,5 тыс.6 месяцев назад
Understanding Q-Rudders in Trailmakers
My Mech Design Process in Trailmakers
Просмотров 1,1 тыс.6 месяцев назад
My Mech Design Process in Trailmakers
ERA, NERA, APS and more in Trailmakers
Просмотров 3,1 тыс.7 месяцев назад
ERA, NERA, APS and more in Trailmakers
Mecanum Wheels and Advanced Mobility in Trailmakers
Просмотров 3,3 тыс.7 месяцев назад
Mecanum Wheels and Advanced Mobility in Trailmakers
Small 5th Gen Stealthdrive Aircraft in Trailmakers
Просмотров 2,6 тыс.7 месяцев назад
Small 5th Gen Stealthdrive Aircraft in Trailmakers
The Best* Sensor Missile in Trailmakers
Просмотров 3,4 тыс.7 месяцев назад
The Best* Sensor Missile in Trailmakers
(Bad) Ballistics Calc in Trailmakers
Просмотров 6668 месяцев назад
(Bad) Ballistics Calc in Trailmakers
New Armor, Ornithopter, & Infantry Designs in Trailmakers
Просмотров 1 тыс.8 месяцев назад
New Armor, Ornithopter, & Infantry Designs in Trailmakers
It's Joever | ep:10 | TRAIL CHALLENGE
Просмотров 799 месяцев назад
It's Joever | ep:10 | TRAIL CHALLENGE
BLUE IS BACK | ep:9 | TRAIL CHALLENGE
Просмотров 819 месяцев назад
BLUE IS BACK | ep:9 | TRAIL CHALLENGE
this is the most useful thing you've ever made, my jets (specifically unstable ones meant to instantaneously turn without gyros, 🤢gyros are for morons.) need things like this. usually i use 0 dimensional automated stabilizers, and rely of lower speeds of change, but this is something entirely new to me. thanks john, you still get no views though so ima keep making fun of you for that.
Very nice 👍
Funny enough, this is naturally in controllers Except for the bumpers, and buttons The triggers and stick have proportional controls
yes, that's another way of putting why controllers often feel better to fly aircraft in. they are analog and can apply as much force as is needed, vs the inherently binary bang-bang control scheme of keyboards. I will note a key point: because humans make mistakes, it wont always be perfectly proportional. it CAN be, but if you use it badly enough it is no better from other forms of input. because of this, the more technically correct terms for controller vs keyboard is analog vs binary, proportional and bang-bang is language mostly left for automated control schemes.
god help my poor brain
there are no gods in this machine, only pain.
@ThisIsDumbAllTheNamesAreTaken couldn't agree more
Sweet work! I started building something similar but just thinking about how much work it would be made my head spin 😵💫🤣
You did get me to start something new after watching some of your videos 😊 I'm going to submit it to the gallery once I'm done with it. It's something I started on my Xbox account which I lost due to Microcrap, but I remade it and upgraded. If you ever need someone to showcase your builds let me know, on PC version now ☺️
Excellent video John Trailmaker
I once made a tailless fighter that was unstable but built fly-by-wire using 12 speed sensors (four per axis and two per direction on each axis) and ~15 logic sensors, and 7 gyros. Incredibly unstable but as a result it’s incredibly maneuverable. Practically 3/4 of a computer sense it takes input, processes data, and creates output but doesn’t store data
The cool part is that this would make it possible to make an air to ground / ground to ground missile
You should try odd width builds
no
So cool! I have been building similar systems recently and was amazed by how good it works! So cool to see someone else working on similar tech! Here are some solutions/things I have found/build with it, not knowing if anybody else understands, just skip to the builds/ideas below otherwise :D At first I had a very similar solution, having the North facing compass spinning at the top. With the new trigonometry blocks though, you can get around it; basically you use a triangle to calculate the actual x-z-inputs. The (forwards) speed is the lengths of your c, now you need to find a & b with the given angle by your compass and add them to your x/z memory accumulator. You can account for drift in the same way, giving you full horizontal tracking with no mechanical parts. Also I was able to get rid of the problem of needing to be perfectly stabilized with the same logic; use an angle sensor, given your sideways velocity you can now calculate how much of your sideways movement is actually horizontal, and then use this value for the x-z-tracking, its the same system for roll and pitch. For height tracking you can do the same, giving you theoretically full freedom of motion (within the accumulators limits), although I started to get a lot more inconstistencies flying around crazyly, so I still put stabilizers in, but it feels way more fun and natural to me this way, not being pinned to the exact horizontal movement. I think a lot of it is caused by rounding errors and latencys, given the amount of blocks you're now putting your input through, maybe there were also some math issues involved, I totally feel your pain of getting these systems done! 😅 Regarding the finding-home-wobbles, I had some similar issues and went with a not optimal solution as well, although for me it helped to play with the gyro inputs; I used very strong gyros and so the vehicle would spin/wobble like crazy to find the right direction, de-linearizing the gyro inputs helped, so for example squaring your input would make it a lot weaker close to the goal vector and more and more strong further away, I ended up on a scaling based on cos and an exception for being in the exact wrong direction. Also you have to be very careful with the sign of your inputs into some logic blocks, for example you cannot square a negative number for some reason, so there is some juggling involved with that, had that problem a lot with pythagoras. Also the non-continuity of the compass output was a problem, so the jump between -1 & 1 rotating the compass messing up calculations of differences between vector angles. For me the best solution involved a system that basically tracks in which quadrants the vectors aim and then adjusts the signs accordingly. Have been playing around with some RC systems as well, but managing the usual problems with RC controls and building of it plus managing the transfer of scaled information (so not just on/off, but something like a speed value) is just a pain in the ass and needs a lot of funky workarounds. All of this took me quite some headscratching, note taking and relearning trigonometry as well, but having it working in a build is just so satisfying! I uploaded the "plug-and-play" version I am using to the workshop (PS5, "XZ NESW tracker", maybe IMU would have been a better name :D), in total it is about 30 logic blocks. And now the fun part, here are some things I made with it or similar systems or stuff similar to whats shown in this video; -A delivery drone that shows you randomized locations on a map and tracks you delivering packages there, can also autoreturn home -A detachable drone that always flies above you and gives you a birds eye perspective of your vehicle moving around -a stationary build that can detach and track a rover, so point into the direction it is at right now and tell the distance (and control it with non-boolean values) -a patrol vehicle where you can set your current XYZ-position as base of a cylindrical shape it will now patrol in/keep you inside. While flying you can adjust the radius and height of the cylinder and also toggle between different patrol modes; free flight within the cylinder, automated spirals / randomized movement within cylinder. -a flight racing game, where you need to get to certain/randomized locations as fast as possible, given the direction and distance to the next checkpoint. -have been working on an interplanetary taxi as well, but was too lazy implementing this system with the height axis, my previous builds used height sensors, which unfortunately don't work in space. I think that's it, also given the release date of 1.9.5, thinking back now I have already spent way too much time on it, same for this comment😅 Still inspired though, keep it going and sorry for the technical gibberish ✌
1: nice to meet another person as deranged about this as me 2: i am aware trig can chart a more direct path but it also takes more complexity and this is the simpler and cheaper option (see also: comment chain with nanodude somewhere in this comment section) 3: huh, i never though about trigging out the roll and pitch. thats a really good idea. my one fear would be delays since every logic step takes a single frame which means that everything would happen a frame later. this would mean very sudden changes might not register correctly depending on the setup, which is what may be happening. it is possible to build the system in such a way where everything always registers correctly but with a slight delay so i think with adjustments to your logic you can remove any build up of errors. 4: yep, i actually was testing squaring it, but that did not fix the issue with the control gap so i chose the option which took less complexity since i wanted at least two drones. and yes, the ability to tune the exact response curves was very useful. 5: yep, compasses sure do that. that was one of my fears with using trig and why it takes so much more complexity, among other reasons. 6: transferring analog signals is a pain. my method can do -100 to 100 with +- 0.01 for error but as a result of the way i made mine, its built for very slow but precise transfer so it takes quite a while to catch up to large changes. i saw someone else use an angle sensor set to normalize and its orientation as a way to transfer but i dont like that method due to it failing or need extra logic unless perfectly upright. its not fit for rough seas. 7: thats a lot of really well done ideas! really cool
you put your things on the workshop
yes, i do.
Could you? it for controller.
i dont have one so no.
I would recommend using trig and making everything without moving parts, it should make it easier to cram into builds. Using that, you can also make corrections for all angles, allowing the absolute position to be tracked regardless of change in orientation. However, because of inaccuracies due to frame time, decimal accuracy, and other factors, it will always drift a bit, which is annoying. Usually this only happens if you have lots of changes in speed - if you maintain consistent speeds/angles it will be more accurate
like, literally... what are you talking about. it does not need trig. i need the moving parts to send data back and forth. please explain. i mean i guess i can use trig to make it come back along a more direct path but that would take a lot more complexity.
@ThisIsDumbAllTheNamesAreTaken instead of using a servo/gimbal to orient your distance sensors, you can use just use sin/cos and product blocks so it's easier to integrate into a build
@@nanodude05 so, i think I know what you are trying to say but i also think there is miscommunication. can you explain the purpose of the servos currently? just type it out because i don't think you get why i have them in the first place and putting it into words will help me correct anything, or at least see enough of your reasoning to tell I'm wrong.
@ThisIsDumbAllTheNamesAreTaken I'm talking about the one for the speed sensors. I said distance sensors like a dumbass. You should be able to rotate a compass though for an analog remote signal
@@nanodude05 oh, that. yeah, i can but it would not be able to spin infinitely and would only be able to rotate 359 since otherwise a servo will not have a clean conversion from analog signal to absolute degree value relative to the orientation of the servo on spawn. this means that if i want it to head south west from south east it will spin all the way around first. not a big issue, but one i don't like. also because it requires a servo + 8 (possibly 16) gates to encode cardinal directions and 45 degree angles between them it will result in higher complexity. from what i understand you are instead suggesting a servo + trig to generate the angle values that would allow the heli to fly back. what you are suggesting is better since it allows for any angle and therefore allows it fly back along the shortest and straightest route but it would still be more complexity since i would need logic to adjust for the fact that arcsin and arccos only operate in their respective quadrants. and accounting for that is really annoying since it meshes really badly with the fact that the servo would not be able to loop around as previously mentioned. i would not be able to add or subtract flat 90 or 180 degrees since in some positions that would go over the 360 limit and cut off the extra, giving incorrect values. instead, i would need at *least* two logic gates for every quadrant + the trig gates + servo. tldr; yes it does give more efficient pathing from long distances, but its also more complexity intensive and keeping it simple is still a pretty good option.
I tried to make that type of technology in besiege and the hitboxes shape are not regular enough to just roll out of the canon and when I tried in trailmakers the friction model is so clunky that it's not consistent enough to actually aim with it you might be better off putting a very light projectile at the tip of the " canon " and take advantage of that structure to put more tractor beams
But I’m still figuring out simple logic 😫
lock in
i didnt understand anything but you got a new suscriber, a gps system is crazy work
Is their a tutorial for the camera missile
no
@ sad
I love these. Specially since I been working on a similar navigation system in Space Engineers.
When the update came out i also made a gps system the same way, the difference was that i used it on a rocket that put a satellite in a specific location and then landed back where it took off from
Hey john, I've had an IMU project running since early december and think I have some tech that could help you out. How can I contact you?
you dont ❤
Yoo i want to get my hands on that fly by wire missile
its just floating around in the trailmakers discord.
this is shear brilliance, this vid makes me feel like a caveman
remember: the only difference between a cave man and a collage professor is one of them had others people's projects to learn from. there is no biological difference, you can learn this too.
@ThisIsDumbAllTheNamesAreTaken well said
I don’t think it’s possible, but it would be so cool if builds could communicate
seatless RC is what i used
Thank you now imma make a whole gps system
👌🏿
Very epic 😎👍
This is insanely incredible and epic. I never would've figured something like this could be built in trailmakers. You probably already thought of this, but did you try lowering the overall speed on the drones' return to a crawl? Less impressive and likely less practical, but could make it less wibbly-wobbly maybe?
i could, but that would raise the complexity and i would then only have 1 on the carrier. its a trade off.
I tried to do an IMU before the pvp update on my nuclear submarine. Big mistake
most trailmakers youtubers: how to make cool suspension! john: i created a GPS using helicopter that returns back to you no matter where you are
Blockheed Martin type stuff
@ThisIsDumbAllTheNamesAreTaken This is potentially the best name you could adopt. I am laughing my guts off
trailworks.
the carrier was torment; incomprehensible
It may have been torment but i definetely learned a bit more about rc from your heli carrier
I’m on PlayStation can you please show us how you made it
ur builds are getting so good
its john trailmaker... hes him!
A recoil based ttacking missile, ive done this in 2d for a torpedo, basically 2 guns side by side and the recoil gets decoded into left and right motion from an angle sensor, its really simple really but id like to see you try, maby you will come up with womething better
preaching to the choir. this channel started on that stuff. Sadly that stuff has trouble at high speed and has issues. at high speed drag and other random insatabilites make it basically impossible.
is it just me or the video and audio aren't synchronized?
not just you. all my videos are voice over because my fan sounds like its getting ready for a space launch when i run trailmakers. the issue in this video is sometimes the audio hitches when doing the gameplay over it so there is a delay that builds up as the video progresses. usually the videos are shorter and are in more cuts, but not this video.
@ThisIsDumbAllTheNamesAreTaken makes sense
i think the camera one is so useless because you get disorianted and this 0:42 this is so untrue, just make the block transparent
see, if you watch the video and do this thing called "listen" then you would know that i am aware. again, this is more for hyper realistic builds in first person. in all seriousness, disorientation IS a major problem. i will not deny. but it only really happens when you look in a direction that's not forwards for a noticeable amount of time. also, having clear indexing markers around the cameras helps with knowing the current camera position, reducing the chance of "losing" the direction in which you are looking. as for making things clear? technically, yes you can. practically for the average player? they don't want to fly with ugly glass jets. if they want the ability to look around then third person gives you the same ability without giving it a bad paint job. this tech was mainly to shows off unique ideas and potential while being useful in a very specific niche, in this case that is realistic first person air support.
tutorial how to ramiel (pls)
its just a box of lasers with badly slapped-together controls. want the workshop link?
What happens to the aiming servo if two people are at the same creation?
it picks one as a priority. i forget the conditions.
Even with the new servos this is still pretty usefull. Especially for large builds that shoot into multiple directions or turrets
Cool!
Making a custom cockpit would make the build so much better
yeah, but that requires effort and time and weld groups, things that i hate. the biggest reason i prefer builds with low amounts of weld group interactions is the stability and comp save. i can mount and modify it so much with absolutely nothing freaking out. once you get good at getting the shape you want with basic blocks it's hard to go back, especially for me who is constantly tweaking and adding new tech to old builds.
@ I can get that, I personally like the look of hinge glitched builds
11:41 when creations get detached everything gets reset that is the problem i think
not everything. some forms of logic holds. thats what allows rc missiles work, logic can then reactivate other things like gyros and servos. or so i thought but clearly something is not reactivating correctly.
I’m working on a VTOL that has 2 pods that have 4 laser cannons each, anyway, they are connected to the VTOL’s body with 2 aiming servos set to go up and down
I'm actually working on a concept to make a missile that uses aiming servos and compasses/angle sensors.
The obvious next step is to colaberate with other Trailmakers yourubers
256 views no way. john is a computer nerd confirmed. look man all i'm saying is that with monetization, you could focus a little bit more on fixing your god awful mic so people don't click off within 5 seconds. i know damn well you look at your metrics, you're a sperg, you love data and nerdy shit. now for some great awesome ideas that are not because of me being too lazy to design them myself. hear me out. fly by wire type thing fuckin module, splits off from the aircraft on the ground. basically you use the aiming servos and angle sensors n shit, and try making the aircraft automatically redirect and stabilize towards wherever the fuck you're looking. i'm talking shit like: If Speed = X, Aircraft Direction Compared To Ground Module Is Offset By More Than = X,X,X, Roll That Shit, And Pitch That Shit To Where I'm Lookin, Bitch. and just try translating that from sped to sperg so you can understand.
how do you divide two variables? I've tried using arithmetic gates, but they only do sum of inputs divided by a constant. why tf would I want to use a constant!??!?!?
if you want x/y then just divide 1 by y to get 1/y then multiply by x to make x/y. just remember this for the future; addition and subtraction are the same operation in a trench coat and the same goes for multiplication and division and exponents and every other operation. to swap between addition and subtraction you need to make one of them a negative. to swap between multiplication and division you need to make one the inverse.
stay in school kids, its basic algebra. also i personally have never really needed to divide two variables so you may need to do some stuff to deal with edge cases i have not experienced.
@ThisIsDumbAllTheNamesAreTaken thanks, im trying to calculate AoA. im using vertical and horizontal speed and using the new trig functions to find the angle.
@@FarțResidue thats a neat project, good luck.
Just keep doing what you like! I love all of these tech videos and I don’t think monetization should be a reason to change what you make!
John, you do great work. Your videos always demonstrate an interesting new tech that's out of the box compared to a lot of Trailmakers builders. Keep it up!
glad you like it
Congrats on 1k subs!
no thanks