What might be helpful is a distance sensor that faces forward, which powers an extra small thruster at the front. That way if you run into a slope, the forward facing sensor triggers the small thruster which then causes you to angle upwards for a moment. This might give you enough time to get over the slope.
Can u explain how he made that on off button work? Because for me it either doesn’t work because the first and-gate doesn’t give a signal to the next one or it all gets a signal but it just flies straight to space and wont even hover.
Tip: Turning servos on to negative speeds allows for less logic gates to be needed when giving both sides a function. If you still want to use them in the normal way, just invert the actual controls.
You should have distance sensors on both ends of the hovercraft both hooked up to an OR gate so if either end gets close to the ground all the thrusters will trigger.
a modification to make is a manual override, when pressing space for example it'll fire the upward engines no matter what allowing you to ascend on command and in response to terrain
21:27 Easy fix! Just add alt sensor to fire up engines when below like 4meters. Im fery proud of You Scrapman. One of the coolest and the coolest looking vehicles You have ever built! I feel like if You spend like 15 more minutes, you would perfect this creation to the limits. Anyways, amazing work!
Tips: 1. For going over water you could have an altitude sensor to take over for the distance sensor. 2. For the hill problem you could put the distance sensor at the very front angled forward so it has enough time to react.
Interesting! you could combined both an altitude sensor and a distance sensor with an or gate. Set both to the same distance. That will set a minimum altitude you can't descend below, so you stay above the water, and also keep you above the terrain.
I think your problem is that the rockets can't really correct very much for the ground, both because they're slow to react to inputs, and because they're on most of the time anyways, meaning there's only a very small amount of extra thrust that can be used to go up. If you were to fix this (possibly by making the craft less heavy or adding some extra thrust to decrease the load on each rocket engine), I think it would handle a lot better over uneven terrain.
I hope some day the devs add more advanced options for logic blocks and thrusters/engines, builds like this would benefit a ton from being able to increase a thruster's acceleration beyond the default maximum to allow for more immediate throttle adjustments
If you always have the trust activated by 0.2 you should have faster response times if you angle the sensor forward slightly it will also respond to hills more readily
The distance sensory needs to be angled DIAGNOLLY down in the front \, This way it can detect walls and floors. I am thinking make the diagonal more horizontal than vertical but have the distance set on high. Basically, you want the sensor "flat impact point" (where the sensor ray would hit the ground on flat terrain when you are hovering at optimal altitude) to be DIRECTLY infront of your vehicle. The reason for this is. . . you COULD make this thing climb up 90* walls that way. So slopes wouldn't be an issue. Now, to advance this idea. . make this thing a hover tank. Modifying it to be a hover-tank gives you an video excuse to revisit this design AND also gives you a chance to fix your sensor. I could see the video title now: "Wall-Climber Hover Tank".
For hills you could add a second distances sensor to the front facing forward at like 60 to 80 degrees and when it also sense something it increases thrust. This should give it more time to react.
I think in order to use it to its full potential on maps like that, you will need to have a manual altitude increase button, but that basically makes it a flyer that can hover, or a hovercraft that can jump?
Scrapman will you experiment with the new quantum drive? Yzuei did it some time ago. You can zip around at 1000kph+ using quantum rudders and thats cool as heck
You should revise your design with these tips, Every rocket has an independent distance sensor Every rocket has suspension This should minimize bobbing,and require no gyros
I would have used a equilateral triangle setup with three thrusters on either end.🤷♂️ still very nice.👌 By the way interesting RUclips update I do like the timestamp feature.👌
Maybe do a multiplayer race powered by the large rocket engine. It has high speed but low acceleration. So I think it would be funny to see a race being powered by one of them.
1. Can you integrate a set of distance sensors pointing forward and forward down to detect the terrain so than when you are at velocity they can initiate a rise in altitute if they detect terrain comming at you? 2. I would suggest having a fixed landing gear so that on flat terrain atleast the engines won't break off whenever you hit terrain. Right now I would argue it's to frail to survive any bumps and hits. Overall this is a wonderfull build! Love the automation!
Would be cool if you used these extra well constructed builds were used in competitions with your friends. Like this against someones tank or buggy in a race. Where the build limits are fairly vague and results varied.
For better ground following, it would probably make sense to make the pitch be governed by 2 separate distance sensors, as it was in the beginning. That way the speed sensors get aligned perpendicular to the terrain and keep the hovercraft going straight along the direction of the ground. But you'd have to get rid of the stabilizing gyros that counter the pitch bobbing. You can probably deal with that by also using 2 independent vertical speed sensors. Also (as I'm not the first to point out) angle the distance sensor forwards. *AND* those hinges could then angle the distance sensor *backwards* whenever you *move backwards.*
hi ScrapMan. Please continue MM H'n'S. I love Hide And Seek with you, Moonbo, Kan, Kosmo etc. They make my day more enjoyable, tolerable and amusing. Thanks and have a pleasant day, weekend, week.
A couple possible improvements: - Add another distance sensor (or even one for each thruster corner) - slightly tilt distance thruster so they look slightly forwards / backwards for further look ahead reaction. - add logic to say if not pressing forwards and speed sensor forwards then autobrake (Suggestions based on my thruster block build which has slightly different goals than this hovercraft).
I like this idea, but I would to see it adapt to the floor, so when the floor goes at an angle it adjusts to that angle. Multiplayer Monday Idea: ski evolution
i couldn't help but picture this as the frame under a bus or a subway car honestly, all my distance sensors would be on the thrusters themselves, maybe between the thruster and the hinge, have speed and/or angle sensors at front and back that control the gyros as well as the thrusters [to give me a little wiggle room to lean and tilt for uneven terrain] if all distance sensors are on at once landing gear deploys and gyros activate to keep me level and stable as the thrusters fire up for liftoff if both speed sensors activate thrusters fire and landing gear deploys for fall recovery if angle sensors trigger the appropriate gyro and thrusters trigger to prevent and correct a roll spin correction is up to pilot skill pilot may override all conditions to adjust for terrain
Put a distance sensor on the front at an angle 45° should work, plug that into your on off logic system. Add suspension to each engine to mitigate bobbing. Add altitude sensors to 'sense' the ocean (it'd be sensing sea level)
A suggestion for how to make it hover over water is to have a altitude sensor that activates thrust upward when below 4 meters and have that deactivate when the distance sensor is active so you can go in caves with it/under 4 meters above sea level
give the rocket engines a constant input of 0.3 so it does not need to charge up. It might need more or less input, but the right amount should keep them "charged" without giving any thrust
Is the distance sensor angled forward? Angling it forward at like 45° and increasing the distance more would allow quicker response to upward terrain changes.
hello scrappy mcsrapman, means hello scrappy MinecraftScrapman, Day 1 of supporting this comment And Day 1 asking scrapman to play, or just try Minecraft
Ok so basically what I would have done here is make the thrust equal to the weight(perfect thrust/weight ratio) so it’s neutral but then it would still spawn on the ground with no ability to rise, but, with gyros and altutude sensors you can make it so that as soon as you get in the vehicle a single thruster puts you airborn to a certain height, then, it stops and because of your neutrality you’re suspended at perfect height but then you have thrusters just to move you. So I think with a bit of mental maths this would be so much easier… scrap I would like you to give me your opinion on my technique. Thanks.
To fix the problem with the sensor not reacting fast enough, maybe add one to the front facing forward that senses a few blocks in front of you and activates the up command on all rockets? I don't really know if that would be possible or even work, though. I don't have Trailmakers. (I wish I did)
you should add an altitude sensor that triggers when overwater by using the distance sensor not being on as one of the signals which would then allow it to work over water as effectively as flat land.
@SilentWanderer-fd8ws but the altitude sensor would be set just above the water lever, which is the same height across the map, so cave or deep crevices won't trigger it. I have the system on my pod racer that came second in a build competition a few weeks ago.
Also as the altitude sensor, if set properly, would only trigger at a set height not above or below, and only when the distance sensor is off. it won't activate at higher altitudes
If you add a distance sensor in the front being between 45 degrees and horizontal then it should mean that when there’s a ramp or a hill in Forint of you you can go up and above the hill without crashing.
There really need to be mechanic for sensors, pistons etc to be able to control the value outside of buildmode. It could even be specific standalone block that would connect to another block, select on of its properties and define buttons to increase/decrease said property.
I have an idea but sadly I can do it with out more complexity, but the idea is that you guys make battle ships that can work in space and water for a multiplayer video
It would be cool if you had a sensor at the front facing forward, and when it detects the ground it automaticly turns of the booster and if you are like faster than 100mph or something you also reverse
Hey Scrapman, could you not have excluded the speed sensor from the on/off logic gate and then the hovercraft would slowly go to the ground without the need for the landing gear to dampen the impact, just a thought.
I could be wrong, but couldn't you assign a new logic gate to the thrusters to override the others, allowing you to manually increase your height? That or placing some thrusters inside could allow you to change elevation, although it probably wouldn't be able to be automated. Either way, looked really cool, kind of had a steampunk/clockwork style that I really love.
Yo scrapman, I have little suggestion for your Recreating real life machines in video games playlist, You could try to build the Ansaldo MIAS from 1935. It would be really cool if you would do that.
I never thought I’d hear Scrapman say he’s attracted to rocket thrusters
Man, that gave me some shivers
Same.
Same! 🤣
real
Shivers? I heard Jazz.
What might be helpful is a distance sensor that faces forward, which powers an extra small thruster at the front. That way if you run into a slope, the forward facing sensor triggers the small thruster which then causes you to angle upwards for a moment. This might give you enough time to get over the slope.
Yeah that's what I thought too
But the stabalizers prevent him from tilting up... that's the problem.
@@gk_8158maybe he could add an or gate to disable the gyros when the front booster is activated?
@@gk_8158front sensor to gyro on/off
You can always put a distance sensor at an angle in the front with small angle but pretty far distance so that it detects incoming terrain
I don't think the rockets can react fast enough for that
@@wendy2 they might be slow to react, but it's still going to detect the terrain way earlier than the current sensor
Can u explain how he made that on off button work? Because for me it either doesn’t work because the first and-gate doesn’t give a signal to the next one or it all gets a signal but it just flies straight to space and wont even hover.
Sry for bad grammar
I found out what the problem is but not why
Tip: Turning servos on to negative speeds allows for less logic gates to be needed when giving both sides a function.
If you still want to use them in the normal way, just invert the actual controls.
You should have distance sensors on both ends of the hovercraft both hooked up to an OR gate so if either end gets close to the ground all the thrusters will trigger.
4:32 all i can think is you spin me right round baby right round
4:32
a modification to make is a manual override, when pressing space for example it'll fire the upward engines no matter what allowing you to ascend on command and in response to terrain
21:27 Easy fix!
Just add alt sensor to fire up engines when below like 4meters.
Im fery proud of You Scrapman. One of the coolest and the coolest looking vehicles You have ever built!
I feel like if You spend like 15 more minutes, you would perfect this creation to the limits.
Anyways, amazing work!
Tips:
1. For going over water you could have an altitude sensor to take over for the distance sensor.
2. For the hill problem you could put the distance sensor at the very front angled forward so it has enough time to react.
Interesting! you could combined both an altitude sensor and a distance sensor with an or gate. Set both to the same distance. That will set a minimum altitude you can't descend below, so you stay above the water, and also keep you above the terrain.
I think your problem is that the rockets can't really correct very much for the ground, both because they're slow to react to inputs, and because they're on most of the time anyways, meaning there's only a very small amount of extra thrust that can be used to go up. If you were to fix this (possibly by making the craft less heavy or adding some extra thrust to decrease the load on each rocket engine), I think it would handle a lot better over uneven terrain.
I was thinking if you have another sensor with a shorter distance, that could angle the thrusters down for more liftibg power
The rockets take 3 seconds to come to full power. Since they're constantly turning on and off, they never reach full power.
@@ShawnHCorey Yes, on flat ground. But when you try to go up a slope, the thrusters turn on until the slope has been cleared.
@@nikkiofthevalleymeaning, you'll have to slow down on the beginning of the slope and you can accellerate the further you go up on the slope
I hope some day the devs add more advanced options for logic blocks and thrusters/engines, builds like this would benefit a ton from being able to increase a thruster's acceleration beyond the default maximum to allow for more immediate throttle adjustments
If you always have the trust activated by 0.2 you should have faster response times if you angle the sensor forward slightly it will also respond to hills more readily
The distance sensory needs to be angled DIAGNOLLY down in the front \,
This way it can detect walls and floors. I am thinking make the diagonal more horizontal than vertical but have the distance set on high. Basically, you want the sensor "flat impact point" (where the sensor ray would hit the ground on flat terrain when you are hovering at optimal altitude) to be DIRECTLY infront of your vehicle.
The reason for this is. . . you COULD make this thing climb up 90* walls that way. So slopes wouldn't be an issue.
Now, to advance this idea. . make this thing a hover tank. Modifying it to be a hover-tank gives you an video excuse to revisit this design AND also gives you a chance to fix your sensor.
I could see the video title now:
"Wall-Climber Hover Tank".
15:48 You could give another logic gate to fire up all engines for like 20% power so they are alwayson and turning.
Double the rocket motors triple the length and make it look like a Star Wars box truck.
This build turned out amazing!
Idea: Create a Super Maneuverable plane capable of post stall maneuvers such as the cobra maneuver or the Kvochur’s Bell Manuver.
👍
For hills you could add a second distances sensor to the front facing forward at like 60 to 80 degrees and when it also sense something it increases thrust. This should give it more time to react.
starts at 60, increases to 80 with input from a forward speed sensor
I think in order to use it to its full potential on maps like that, you will need to have a manual altitude increase button, but that basically makes it a flyer that can hover, or a hovercraft that can jump?
calling it a flyer suggests it gets lift from forward thrust and forward momentum
So a jumping hovercraft
Scrapman will you experiment with the new quantum drive? Yzuei did it some time ago. You can zip around at 1000kph+ using quantum rudders and thats cool as heck
if you tilt the horizontal gyro stabilizer it's basically iron man. Cool build!
You should revise your design with these tips,
Every rocket has an independent distance sensor
Every rocket has suspension
This should minimize bobbing,and require no gyros
Thx
Very well done! Cool build.
I would have used a equilateral triangle setup with three thrusters on either end.🤷♂️ still very nice.👌
By the way interesting RUclips update I do like the timestamp feature.👌
Maybe do a multiplayer race powered by the large rocket engine. It has high speed but low acceleration. So I think it would be funny to see a race being powered by one of them.
I think that the last thing this machine needs is another altitude sensor, so it can hover above water.
Then, you can race everywere.
I want scrapman to play with/ try minecraft redstone, I feel like he’d be good at it
1. Can you integrate a set of distance sensors pointing forward and forward down to detect the terrain so than when you are at velocity they can initiate a rise in altitute if they detect terrain comming at you?
2. I would suggest having a fixed landing gear so that on flat terrain atleast the engines won't break off whenever you hit terrain. Right now I would argue it's to frail to survive any bumps and hits.
Overall this is a wonderfull build! Love the automation!
Would be cool if you used these extra well constructed builds were used in competitions with your friends. Like this against someones tank or buggy in a race. Where the build limits are fairly vague and results varied.
For better ground following, it would probably make sense to make the pitch be governed by 2 separate distance sensors, as it was in the beginning. That way the speed sensors get aligned perpendicular to the terrain and keep the hovercraft going straight along the direction of the ground. But you'd have to get rid of the stabilizing gyros that counter the pitch bobbing. You can probably deal with that by also using 2 independent vertical speed sensors.
Also (as I'm not the first to point out) angle the distance sensor forwards. *AND* those hinges could then angle the distance sensor *backwards* whenever you *move backwards.*
A battle with these would be awesome!
hi ScrapMan.
Please continue MM H'n'S. I love Hide And Seek with you, Moonbo, Kan, Kosmo etc.
They make my day more enjoyable, tolerable and amusing. Thanks and have a pleasant day, weekend, week.
Monday Hide and Seeks are the best! Honestly makes Mondays way better.
Same
21:00 Now this is pod racing! 🤣
Get this man to a million subscribers.
A couple possible improvements:
- Add another distance sensor (or even one for each thruster corner)
- slightly tilt distance thruster so they look slightly forwards / backwards for further look ahead reaction.
- add logic to say if not pressing forwards and speed sensor forwards then autobrake
(Suggestions based on my thruster block build which has slightly different goals than this hovercraft).
Great build love the design
You could have angled the distance sensor forward and increased the distance
Editor out here doing great work!
I like this idea, but I would to see it adapt to the floor, so when the floor goes at an angle it adjusts to that angle. Multiplayer Monday Idea: ski evolution
i couldn't help but picture this as the frame under a bus or a subway car
honestly, all my distance sensors would be on the thrusters themselves, maybe between the thruster and the hinge, have speed and/or angle sensors at front and back that control the gyros as well as the thrusters [to give me a little wiggle room to lean and tilt for uneven terrain]
if all distance sensors are on at once landing gear deploys and gyros activate to keep me level and stable as the thrusters fire up for liftoff
if both speed sensors activate thrusters fire and landing gear deploys for fall recovery
if angle sensors trigger the appropriate gyro and thrusters trigger to prevent and correct a roll
spin correction is up to pilot skill
pilot may override all conditions to adjust for terrain
Btw scrapman I've been watching you channel since 2019. I'm a big fan, and I havewhatch almost all of you trailmakers,and scrap mechanic videos
You should have a race with participants having base unit of at 11:19 to have a start and then modify to their own!
Make a Hoverbike using those thrusters!
You could have added a second sensor on the front either facing straight forward, or at an angle to help with terrain.
Put a distance sensor on the front at an angle 45° should work, plug that into your on off logic system. Add suspension to each engine to mitigate bobbing. Add altitude sensors to 'sense' the ocean (it'd be sensing sea level)
Damn,this is one of the best vehicle you ever build.
For the Mountains, maybe have a Distance Sensor in the Front looking forward at like 10 or 15 Meters for Mountain Hit Prevention?
17:44 OW my eyes!!
need some epilepsy warning XD
This is a sick build!
Day 69,420 of asking Scrapman to do flying tanks. Again
Derp de derp
Lies it only been 48,321 days
You should do this the same way you did the super sonic testing see how it takes to make hover functionality. That would be fun to watch
I think by adding a button to directly control the thrusters, you can go up; to go over mountains and cross large gaps
Love the editor but god damn if I didn’t wish he put the Freebird solo over when the hovercraft was spinning
i love that you yell REPAIR each time you repair LOL
A suggestion for how to make it hover over water is to have a altitude sensor that activates thrust upward when below 4 meters and have that deactivate when the distance sensor is active so you can go in caves with it/under 4 meters above sea level
give the rocket engines a constant input of 0.3 so it does not need to charge up. It might need more or less input, but the right amount should keep them "charged" without giving any thrust
You should do a multiplayer Monday with this concept
Is the distance sensor angled forward? Angling it forward at like 45° and increasing the distance more would allow quicker response to upward terrain changes.
This isn't a hovercraft. This is the hover beast.
Two fixes, altitude sensor to fix the water height issue, and a sensor angled down in the front to deal with elevation changes
20:59 *ScrapMan reenacting the Star Wars Podracer Sebulba crash!*
Day 6 of saying "hello scrappy mcscrapman"
Hello scrappy mcscrapman
Yes this is his full name now- its perfect
Tis a great name
hello scrappy mcsrapman, means hello scrappy MinecraftScrapman,
Day 1 of supporting this comment
And
Day 1 asking scrapman to play, or just try Minecraft
:)
idea for a PvP video! dogfight with emp weapons only and fighters with detachable tail and wings xD
Would love to see you build “Serenity” from the Firefly series.
Another idea. Thruster hover craft race.
Do the rockets have round-ish collision boxes? If so, could they be used as wheels and for strafing left/right when ignited?
Video idea: make a plane with the biggest wings possible and fight the airborne pirates with it
You should do a hovercraft battle that uses actual thrusters like this, but it's EMP only.
probably another sensor in front angled at 45⁰ to detect the land and keep the trusters activated for a longer time would help with going up hill
You should turn that into a pod racer!
You should definitely do a race or fight with this
30 MINUTE GANG!!
You should do Dethrone or racing with builds using this concept.
Ok so basically what I would have done here is make the thrust equal to the weight(perfect thrust/weight ratio) so it’s neutral but then it would still spawn on the ground with no ability to rise, but, with gyros and altutude sensors you can make it so that as soon as you get in the vehicle a single thruster puts you airborn to a certain height, then, it stops and because of your neutrality you’re suspended at perfect height but then you have thrusters just to move you. So I think with a bit of mental maths this would be so much easier… scrap I would like you to give me your opinion on my technique. Thanks.
I think you should add a distance sensor up front facing forward to detect up coming terrain and add altitude in advance
To fix the problem with the sensor not reacting fast enough, maybe add one to the front facing forward that senses a few blocks in front of you and activates the up command on all rockets? I don't really know if that would be possible or even work, though. I don't have Trailmakers. (I wish I did)
It moves so naturally
you should add an altitude sensor that triggers when overwater by using the distance sensor not being on as one of the signals which would then allow it to work over water as effectively as flat land.
but then what happens on maps with large enough caves? it would just prevent him from going to the ground without his landing toggle method.
@SilentWanderer-fd8ws but the altitude sensor would be set just above the water lever, which is the same height across the map, so cave or deep crevices won't trigger it. I have the system on my pod racer that came second in a build competition a few weeks ago.
Also as the altitude sensor, if set properly, would only trigger at a set height not above or below, and only when the distance sensor is off. it won't activate at higher altitudes
you can use height sensors to set a bare minnimum of altitude, allowing you to stay on the water
If you add a distance sensor in the front being between 45 degrees and horizontal then it should mean that when there’s a ramp or a hill in Forint of you you can go up and above the hill without crashing.
There really need to be mechanic for sensors, pistons etc to be able to control the value outside of buildmode. It could even be specific standalone block that would connect to another block, select on of its properties and define buttons to increase/decrease said property.
Hey scrapman im a huge fan and when i watched your video i tried to recreate it and i think i did a great job id love to show you
This reminds me of Crossout hover vehicles 😂
You should add a distance sensor in the front facing forwards for the hills
I have an idea but sadly I can do it with out more complexity, but the idea is that you guys make battle ships that can work in space and water for a multiplayer video
A race with those would be cool
Nice….. now we need a hover thruster battle now.
It would be cool if you had a sensor at the front facing forward, and when it detects the ground it automaticly turns of the booster and if you are like faster than 100mph or something you also reverse
Add a second distance sensor at 6 meters that you can turn off!
Love your video !
can you please do pod racers like in star wars but with rocket engines ?
thx
You could maby put springs atacked to ski's at a angle on the front so if you go slow enough it may just giude you up a hill.
I feel like you could have your turning activate the corresponding strafe controls for a more nimble control.
Hey Scrapman, could you not have excluded the speed sensor from the on/off logic gate and then the hovercraft would slowly go to the ground without the need for the landing gear to dampen the impact, just a thought.
I could be wrong, but couldn't you assign a new logic gate to the thrusters to override the others, allowing you to manually increase your height? That or placing some thrusters inside could allow you to change elevation, although it probably wouldn't be able to be automated. Either way, looked really cool, kind of had a steampunk/clockwork style that I really love.
Yo scrapman, I have little suggestion for your Recreating real life machines in video games playlist, You could try to build the Ansaldo MIAS from 1935. It would be really cool if you would do that.
You could slap a distance sensor on the front and have it raise the height if it sees a hill coming.
Team rocket hovercraft conflict!
Everybody gets this as a template, and gets 20 minutes to modify it. And then it's fight time!
GG. The reading should be 0.8666... , the sine of 60° or cosine of 30°.
This reminds me of some craft I made in from the depth
Did they add these parts to Stranded in Space? I think it would be appropriate. Though a SiS2 would be interesting with new challenges