The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
It was so thick that he'd still be 1st if we put both his opponent's times together! And even then counting Prof's time an extra time would still barely be enough! lol
I wonder if the damage that seems to be going through the shield is actually getting under it. If the bottom edge of the shield was right at ground level, there would have been gaps on uneven ground. Next time you use a single shield like this, it could be worth making the dome taller but reducing the offset so it extends into the ground (I think that's possible but I haven't messed with energy shields too much, I'll have to check later if I remember).
Also I think there is some bleed through explosive damage on shields but it is limited in range. So when the shields are close to the vehicle the damage can still hit it but when it is a certain distance away or further it doesn't hit it.
@@Duke00x Entirely possible. I wonder if there could be a difference between the explosion going off in contact with the shield as opposed to nearby, as well.
@@WhitzWolf92I think the shield stops physical attacks. Like bullets, Lasers, and impact damage. But explosion damage goes through or at least most of it. So the shield stops the impact of the dynamite, but the explosion goes through damaging anything in explosion range. Since an indirect hit damages the shield I think it might soak some of the damage from explosions. So maybe it reduces the range of the explosion. So that is why if your creation is right next to the shield it gets damaged by explosives and rockets. If he goes angled leaving a gap under the shield it no longer takes/reduces the explosion. And you obviously have the game mechanics inconsistency. 😂
I mean, it's already been done (kinda) IRL. The US used an F-15 to shoot down one of it's own satellites in low orbit to prove a point to the USSR that the capability was there and that was the beginning of the "Find Out" portion of the Cold War's gigantic game of FAFO. But I think the Orbital cannon with vehicles capable of fighting back would be fun.
You guys should do 'Realistic' torpedoes. Real torpedoes carry large yields, and detonate BELOW their target rather than on impact. It would be interesting to see how that raft-like battleship without a keel or the overpowered battleship would fare against 8 or 10 dynamite.
That would be a good idea! It seems he looks at suggestions more in the discord. It may help that your a member, but still put it in his discord so he can more likely see it.
Imagine you are just test driving a brand new car you built, but in the sky you hear, "TACTICAL NUKE INCOMING!!!" and then your car just straight up blows up into millions of pieces
I really think you should lock to the top speed on missiles and torpedoes, because ya’ll just end up feathering the throttle using gyros and they just behave like a long drone instead of an actual missile. If you were bound to never travelling under 100kms, it would really feel alot more like a rocket and really reward accuracy and planning, rather than just buzzing around the target.
Video ideas: grenade splif 1 round If you fall down you back up Challenge ends when there's just 1 player on the platform at any moment, Till than, games just goes on
I think the devs should add tiny screens that you can add to your creations, then tie a camera to. That would allow you to have multiple perspectives at once (in this case, forward and up), and also possibly give more of a reason to use first person view. Or, if they don't want to force first person or a specific camera angle, maybe you can select screens to show as windows on your HUD.
Suggestion: Human Guided Missiles versus Anti-Air. Bit of a variation on the theme based on Cognito's (fairly ineffective) use of weaponry on his car. 1. Two players pilot a relatively weak and slow pre-build missile. 2. The third player pilots a self-build anti-aircraft type vehicle. Additionally, some "Targets" are scattered in the field, similar to the craft that had to be rescued by the rescue chopper in a previous video. The goal is not to kill the Anti Air vehicle, but to destroy as many of these targets as possible in say, 3 minutes. The anti air vehicle's task is to prevent this. Destroyed missiles have to respawn and cannot repair. Winner is the player who keeps the most targets alive. If the missiles are relatively slow and weak and the targets somewhat scattered, this could lead to interesting gameplay where the AA vehicle has to reposition in order to effectively defend a target from an incoming missile. Whereas the missiles could coordinate to hit targets far away from one another.
Honestly seeing you jump across the dunes during testing kinda made me think it'd be cool to see a game about that, it'd probably be popular for background footage like clustertruck or minecraft parkour
ScrapMan, you should start using gyros that use sensors for correcting itself as stabilization. It’s very useful for hills and other rough terrain. (It’s also a video idea 🤣)
19:02 (2 US Airforce Men are having a conversation in the cockpit about blowing up enemy territory) USAF Man 1: Frag out! USAF Man 2: Dude, we're in a plane! A frag grenade will explode MILES above the ground. USAF Man 1: I meant frag MISSLE, Clipton (not a real last name that I know of). FMs or fragmentation missles explode on impact and send shrapnel everywhere. USAF Man 2: Huh. I didn't know those even existed.
Overpowered spacecraft vs Guided Missles. 1 person in a spacecraft with shields and all the weapons they could want and the missles have to restart after each attempt. to add more difficulty you could do 1 round in the open space, 1 round in planetary orbit, and 1 round at the meteor field near the big gravity rock.
Distance sensors for gyro stabilizers are really useful for making sure you can drive up hills and only stabilize you when your wheels leave the ground
Please consider this idea.!!!!!!! In trailmakers. Challenge each player to build 20 small gliders and give them random flight paths with control surface settings. Then every player will take a propped plane with a mini gun and try to destroy other peoples gliders falling from the sky. Winner will be the one with most destroyed gliders. "THAT MANY GLIDERS FLYING AROUND WILL BE A SIGHT TO BEHOLD"
Hey scrap i have a trick for you so take any wheels make forward w and on the left side backwards a and on the right side backwards d i might have messed it up tho
The reason the blast damage was still damaging the vehicle is because you didn't have bottom shields. For some reason, blast damage still travels through the ground.
here is a fun video idea: 1 player gets in a overpowered armored vertical rocket ship(i dont know what its official name, one that elon musk space x falcon 9 type ships) 2 players gets in planes that they built (faster than overpowered rocket) mid air repair is allowed overpowered rocket ship player gets a point, if they touch the sky limit other players wants to stop it from getting to top limit rocket ship need to be slower than players, so players can catch up. so balloons, instead of rockets could be useful. there will be so many lasers, and armor on rockets center of mass, so it can defend itself.
I suggest doing "Human Guided Torpedoes vs Overpowered Submarine" or "Human Guided Missiles vs Overpowered Submarine" to continue the Human Guided Missile/Torpedo seiries. Human Guided Torpedoes vs Overpowered Submarine is like the normal missile challenges where the torpedoes just chase the submarine under water. Human Guided Missiles vs Overpowered Submarine is where the players/missiles are in the air and try to dive bomb their way to destroy the overpowered submarine. - Missiles/Torpedoes gets to repair after exploding - Missiles/Torpedoes can have a maximum of 4 dynamites (2 if too much) - Player driving the overpowered submarine should be kicked out the seat to stop the timer. - Accumulated time is allowed if missiles or torpedoes are too overpowered (2-3 rounds)
human guided bombs versus tanks so everyone uses the same plane and bomb, and make their own cars. you use a gyro stabiliser to keep the bomb pointed down, and it only has directional capabilities. so basically, one person in the plane, one in the bomb, and one in the tank. the bomb starts off flush with the plane, then when you press a button it drops. the person in the bomb can only turn like 45 degrees so its not a missile. tanks cannot be over 150 kmph. the person who wins is whoever survives the most bombings. a game might go something like this: tank starts. 10 seconds later the plane takes off with the 3rd player in the bomb. the plane positions itself behind the tank. the plane presses a botton to angle the bomb down. the plane then detaches from the bomb. the tank is still moving, so the bomb uses gyro to pitch and yaw (roll not needed), but still falling the whole time. eventually the bomb either hits or misses. if it misses, the plane and the bomb respawns, and the tank player gets a point. repeat until the tank is destroyed. rotate players.
I think you relied a little too heavily on the gyros to keep you stable in this round. The impact load of your vehicle was bound to take out one corner of the car when you weren't able to adjust to land on all four wheels. The gyros also exposed the underside of your vehicle mid-air. Otherwise, it's a fantastic car! I've learned a lot about building techniques from your channel
I wonder if it mighta worked better if ya had put your Dragon Engines upside down instead of right side up... the bottom Connectors of the Engines had nothing useful to do right side up, but they coulda attached to Top Car Blocks if upside down and perhaps had more to grip to be harder to fall out that way.
You need to try to build a weight shifting car. A couple ways of doing that, but it's both kind of jarring to drive and jarring to chase. The way I normally make it and probably the one with the jankiest of movements is using servos or hinges to literally swing the entire body of the vehicle and have the wheels be on a separate chassis. But you swing out to the left and have another servo or hinge counter that direction so you're still upright, but you're just now got your weight more towards that one side of the vehicle. The reason why this is janky is because if you make the leaning servos or hinges too fast you end up swaying the body of the car one way, the other way, and then you're lifting the entire wheel chassis up and over instead of having the body be the thing swinging. Like the concept is you're shifting your weight, not you're shifting your center of balance from under you. I know it's one in the same, but it's the difference between jumping and the floor falling out from under you. You and the floor are relatively accomplishing the same thing (you not being on the floor), but it's completely different. The more reliable way might be just to put the body on pistons and have a way to extend and retract them. The more boring and simpler way is to piston actual weight blocks to either side of your build. Either way, turning with a plain old car and then turning with a weight shifting car are varying experiences. Like it feels a bit more natural with the weight shifting even though cars IRL don't do that. It also makes an interesting experience for these kinds of challenges. Center of mass is constantly changing and some weird turns can be pulled off with different weight shifting. Like shifting weight to the outside of a turn is weird if you don't roll. Also, fun idea, revisit this exact challenge, but use like 3 or 4 dice spawners. They decide how many wheels, boosters, engine designated power cores, and other aspects you're allowed in your car. So like someone might have to run a bulldog powered monowheel and someone else will have to figure out how to work a 5 wheeled vehicle.
i was playing around the other day and i figured out that in three bridges it could be fun to do an evolution race with quadruple suspension gyroless builds but since i got no expirience or friends to play with i'm leaving the idea here for the community or even the scrap master himself
Scrapman got that
"to confuse the enemy, you must confuse yourself first"
plot armor
Let's be honest if you don't know what the fck your doin so will your enemy
So true if you don't know what your doing how is the enemy going to know
"The missle knows where it is at all times, it knows this CUASE it knows where it isnt." 0:09
Because
*cause*
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was.
The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.
yep
yassss @@LORDMM.
"Scrap Man's plot armor is thick today" 😂😂😂 that got me going.
💀bruhhh
It was so thick that he'd still be 1st if we put both his opponent's times together! And even then counting Prof's time an extra time would still barely be enough! lol
Scarpman got that batman plot armor and he had prep time.
huh, where are you going?
He has the same contract as the rock, he can’t lose a -fight- challenge
This is so unfair to ProfNCognito. Scrapman and Yzuei basically have trained "landing" on each other for ages😄
In game as well xD
I see a fox
I swear mom... we were just practicing landing on each other.
what do you mean
what do you mean by that 🧐
Intercontinental Missiles.
Thank you, ScrapMan, for bringing the idea to fruition.
Human guided bombs, no propulsion. In a group of 3 one car/boat to dropp the bomb in and one bomberplane and one who controlls the bomb.
YES
Or maybe it is a plane that the person themselves controls and then drops the bomb from there as the plane glides away
They did this a long time ago, but aiming at targets, not at cars.
I wonder if the damage that seems to be going through the shield is actually getting under it. If the bottom edge of the shield was right at ground level, there would have been gaps on uneven ground. Next time you use a single shield like this, it could be worth making the dome taller but reducing the offset so it extends into the ground (I think that's possible but I haven't messed with energy shields too much, I'll have to check later if I remember).
Also I think there is some bleed through explosive damage on shields but it is limited in range. So when the shields are close to the vehicle the damage can still hit it but when it is a certain distance away or further it doesn't hit it.
@@Duke00x Entirely possible.
I wonder if there could be a difference between the explosion going off in contact with the shield as opposed to nearby, as well.
@@WhitzWolf92I think the shield stops physical attacks. Like bullets, Lasers, and impact damage. But explosion damage goes through or at least most of it. So the shield stops the impact of the dynamite, but the explosion goes through damaging anything in explosion range. Since an indirect hit damages the shield I think it might soak some of the damage from explosions. So maybe it reduces the range of the explosion. So that is why if your creation is right next to the shield it gets damaged by explosives and rockets. If he goes angled leaving a gap under the shield it no longer takes/reduces the explosion. And you obviously have the game mechanics inconsistency. 😂
@@BoneKrusher Energy shields don't block impacts.
Video idea: make a missile that takes out satellites that can counter the orbital cannon
I mean, it's already been done (kinda) IRL. The US used an F-15 to shoot down one of it's own satellites in low orbit to prove a point to the USSR that the capability was there and that was the beginning of the "Find Out" portion of the Cold War's gigantic game of FAFO. But I think the Orbital cannon with vehicles capable of fighting back would be fun.
@@steeljawX I was thinking of that, they chose the F15 because it could break the sound barrier going vertically
you describing a sam or a sam culd counter tackmakers orbital strikers but not irl btw sam=surfase to air missile
You guys should do 'Realistic' torpedoes. Real torpedoes carry large yields, and detonate BELOW their target rather than on impact. It would be interesting to see how that raft-like battleship without a keel or the overpowered battleship would fare against 8 or 10 dynamite.
I'm surprised nobody tried to use EMPs to make it more difficult for the missiles to hit, and also hopefully activate the dynamite early
6:56 Pot holes in New York be like... 🤣🤣🤣
Exploding planes versus blimp!
That would be a good idea! It seems he looks at suggestions more in the discord. It may help that your a member, but still put it in his discord so he can more likely see it.
@@Fr3nchToast. Thanks for the advice, I'll try that out.
Kamikazeee
Imagine you are just test driving a brand new car you built, but in the sky you hear, "TACTICAL NUKE INCOMING!!!" and then your car just straight up blows up into millions of pieces
Scrapman for a future video u should do (overpowered anti-air defense mobile vehicles) vs human guided missiles.
You could have human guided bombs dropped from an airplane sorta like the dive bomber video but you control the bomb and have to hit a moving target
banzaii
but those bombs are not allowed to have gyros or seat control. or maybe gyros are allowed but only on the lowest settings
I really think you should lock to the top speed on missiles and torpedoes, because ya’ll just end up feathering the throttle using gyros and they just behave like a long drone instead of an actual missile. If you were bound to never travelling under 100kms, it would really feel alot more like a rocket and really reward accuracy and planning, rather than just buzzing around the target.
Agreed
14:44 are we not going to talk about the fact that scrap man literally wend underneath the map😅
scrapman winning the entire thing with just his first round time
Frrrrr
A time that he achieved after destroying his own engines through his own driving
Id like to see one of these where you build the missiles
He built that missile for the guided missile vs plane vid
INTERCONTINENTAL BALLISTIC MISSLE
Video ideas:
grenade splif
1 round
If you fall down you back up
Challenge ends when there's just 1 player on the platform at any moment,
Till than, games just goes on
I can see this being a good Evolution challenge. Build a (3 gen?) vehicle with size limits and try to last the longest possible.
Professor was not happy with his time
I love these ICBM videos
Video idea: artillery vs go karts
Love your vids, keep up the amazing quality, and the editor is amazingly helpful sometimes
"the missiles know where it is"
8:57 little humvee be speeding
Idea: ground to air vs aircraft that tries to hunt your vehicle
Maybe the missile could be RC or you could have 2 people in a car.
I think the devs should add tiny screens that you can add to your creations, then tie a camera to. That would allow you to have multiple perspectives at once (in this case, forward and up), and also possibly give more of a reason to use first person view. Or, if they don't want to force first person or a specific camera angle, maybe you can select screens to show as windows on your HUD.
Suggestion: Human Guided Missiles versus Anti-Air. Bit of a variation on the theme based on Cognito's (fairly ineffective) use of weaponry on his car.
1. Two players pilot a relatively weak and slow pre-build missile.
2. The third player pilots a self-build anti-aircraft type vehicle.
Additionally, some "Targets" are scattered in the field, similar to the craft that had to be rescued by the rescue chopper in a previous video. The goal is not to kill the Anti Air vehicle, but to destroy as many of these targets as possible in say, 3 minutes. The anti air vehicle's task is to prevent this. Destroyed missiles have to respawn and cannot repair. Winner is the player who keeps the most targets alive.
If the missiles are relatively slow and weak and the targets somewhat scattered, this could lead to interesting gameplay where the AA vehicle has to reposition in order to effectively defend a target from an incoming missile. Whereas the missiles could coordinate to hit targets far away from one another.
Can we get human guided bombs please? High altitude and no wing pieces.
how about glide bombs? like the v-1 buzz bomb
@@rebel6301 That would be good for moving targets but for stationary precision target competitions that would be OP
@@N0V-A42 Maybe gliding off those launcher catapults to standardize how much energy the glider gets before it has to run under lift power alone?
“Op satellite vs. fighters” and “OP airship vs. human guided missiles” would be great video ideas
2:40
“Fur wheels”
😂😂😂😂
Nice videos scrap always have been making good moments since you were at 500k
love this new video actually i love every video thank you for these videos
Flying tank battle!
Your car seems something Hot Wheels would produce
Honestly seeing you jump across the dunes during testing kinda made me think it'd be cool to see a game about that, it'd probably be popular for background footage like clustertruck or minecraft parkour
It's always nice to open up RUclips, and see that Scrapman already has a new video
VIDEO IDEA : how few underwater propellers does it take to break the sound barrier? (Underwater obviously)
Alo harder because you need to hit 5000+ kmph
ScrapMan, you should start using gyros that use sensors for correcting itself as stabilization. It’s very useful for hills and other rough terrain.
(It’s also a video idea 🤣)
Great Video, Greetings From Germany
19:02 (2 US Airforce Men are having a conversation in the cockpit about blowing up enemy territory)
USAF Man 1: Frag out!
USAF Man 2: Dude, we're in a plane! A frag grenade will explode MILES above the ground.
USAF Man 1: I meant frag MISSLE, Clipton (not a real last name that I know of). FMs or fragmentation missles explode on impact and send shrapnel everywhere.
USAF Man 2: Huh. I didn't know those even existed.
Overpowered spacecraft vs Guided Missles. 1 person in a spacecraft with shields and all the weapons they could want and the missles have to restart after each attempt. to add more difficulty you could do 1 round in the open space, 1 round in planetary orbit, and 1 round at the meteor field near the big gravity rock.
Pro tip, you can use the power coupling as a sway bar for independent suspension
This is so fun, you guys should do this again
Distance sensors for gyro stabilizers are really useful for making sure you can drive up hills and only stabilize you when your wheels leave the ground
Please consider this idea.!!!!!!!
In trailmakers. Challenge each player to build 20 small gliders and give them random flight paths with control surface settings. Then every player will take a propped plane with a mini gun and try to destroy other peoples gliders falling from the sky. Winner will be the one with most destroyed gliders. "THAT MANY GLIDERS FLYING AROUND WILL BE A SIGHT TO BEHOLD"
Idea: Helicopter's that must land on a moving on a pretty small aircraft carrier with waves of course 👍🏻👍🏻
Suggestion:try making a car with no gyros because i saw that gyros might be the thing that kills you
Maybe time to visit testing on shock absorbers. I do find multiple shocks on low stiffness helps on surviving a hard landings.
Hey scrap i have a trick for you so take any wheels make forward w and on the left side backwards a and on the right side backwards d i might have messed it up tho
My suggestion would be if you do something with multiple runs, instead of adding times together you take the best single run from each person.
Battleship versus cluster missiles
This is one of the best challenges you've done 😂
The reason the blast damage was still damaging the vehicle is because you didn't have bottom shields. For some reason, blast damage still travels through the ground.
You should turn things around. As in: the attacking vehicle is done, now build different versions of the overpowered vehicle to survive.
Conspiracy Theory: Prof.Cognito is related to Kan
Green and black colors, brick-like designs?
lol
here is a fun video idea:
1 player gets in a overpowered armored vertical rocket ship(i dont know what its official name, one that elon musk space x falcon 9 type ships)
2 players gets in planes that they built (faster than overpowered rocket)
mid air repair is allowed
overpowered rocket ship player gets a point, if they touch the sky limit
other players wants to stop it from getting to top limit
rocket ship need to be slower than players, so players can catch up. so balloons, instead of rockets could be useful. there will be so many lasers, and armor on rockets center of mass, so it can defend itself.
I believe what cognito was trying to do during the intro was to demonstrate the durability of the missile
Scrapman the kind of guy that can literally disable his vehicle himself and still when
i would love to see this with more vehicle types
16:46 what is that laugh 😂
900K boys , we hittin 1mil in 2024 for sure 😎🔥🔥🔥
I suggest doing "Human Guided Torpedoes vs Overpowered Submarine" or "Human Guided Missiles vs Overpowered Submarine" to continue the Human Guided Missile/Torpedo seiries.
Human Guided Torpedoes vs Overpowered Submarine
is like the normal missile challenges where the torpedoes just chase the submarine under water.
Human Guided Missiles vs Overpowered Submarine
is where the players/missiles are in the air and try to dive bomb their way to destroy the overpowered submarine.
- Missiles/Torpedoes gets to repair after exploding
- Missiles/Torpedoes can have a maximum of 4 dynamites (2 if too much)
- Player driving the overpowered submarine should be kicked out the seat to stop the timer.
- Accumulated time is allowed if missiles or torpedoes are too overpowered (2-3 rounds)
That laugh at 16:47😂🤣😂🤣
Please do human guided torpedoes against submarines
human guided bombs versus tanks
so everyone uses the same plane and bomb, and make their own cars. you use a gyro stabiliser to keep the bomb pointed down, and it only has directional capabilities. so basically, one person in the plane, one in the bomb, and one in the tank. the bomb starts off flush with the plane, then when you press a button it drops. the person in the bomb can only turn like 45 degrees so its not a missile. tanks cannot be over 150 kmph. the person who wins is whoever survives the most bombings.
a game might go something like this: tank starts. 10 seconds later the plane takes off with the 3rd player in the bomb. the plane positions itself behind the tank. the plane presses a botton to angle the bomb down. the plane then detaches from the bomb. the tank is still moving, so the bomb uses gyro to pitch and yaw (roll not needed), but still falling the whole time. eventually the bomb either hits or misses. if it misses, the plane and the bomb respawns, and the tank player gets a point. repeat until the tank is destroyed. rotate players.
Missiles against Hovercraft would be a good idea. Will be harder to hit but the hovercraft cant slow down too much or they'll sink.
I think you relied a little too heavily on the gyros to keep you stable in this round. The impact load of your vehicle was bound to take out one corner of the car when you weren't able to adjust to land on all four wheels. The gyros also exposed the underside of your vehicle mid-air.
Otherwise, it's a fantastic car! I've learned a lot about building techniques from your channel
Vid idea: mortars vs cars or anything for that matter
Mortar is hard to aim, maybe overpowered Mortar vs cars
@@Johnlino_YT *cough* *clusters* *cough*
Dam I got all of you’re videos some what early for the past week
Idea for the video: “everything is wrong “
Try building cluster rocket
you should do a purple and blue design next!
congrats on 900k 🥳
Scrapman i have some advice next time you do something similar to this, you might want to armor your wheels
Ok you fools, mini cannon hedgehog, just blast all directions, how you gonna get trough?
I wonder if it mighta worked better if ya had put your Dragon Engines upside down instead of right side up... the bottom Connectors of the Engines had nothing useful to do right side up, but they coulda attached to Top Car Blocks if upside down and perhaps had more to grip to be harder to fall out that way.
i would not want to listen to the end without a screen
You should use the stranded in space map for challenges, it would be different from everything else and be smaller, or different terrain in general
5:09 the rocket was an illusion of which way it was facing
@ScrapMan I think that if you really want to look up into the sky then you can just use the camera for it.
Next will be human guided missiles vs spaceships
Nice Video how about a fpv drone against tanks
You need to try to build a weight shifting car. A couple ways of doing that, but it's both kind of jarring to drive and jarring to chase. The way I normally make it and probably the one with the jankiest of movements is using servos or hinges to literally swing the entire body of the vehicle and have the wheels be on a separate chassis. But you swing out to the left and have another servo or hinge counter that direction so you're still upright, but you're just now got your weight more towards that one side of the vehicle. The reason why this is janky is because if you make the leaning servos or hinges too fast you end up swaying the body of the car one way, the other way, and then you're lifting the entire wheel chassis up and over instead of having the body be the thing swinging. Like the concept is you're shifting your weight, not you're shifting your center of balance from under you. I know it's one in the same, but it's the difference between jumping and the floor falling out from under you. You and the floor are relatively accomplishing the same thing (you not being on the floor), but it's completely different.
The more reliable way might be just to put the body on pistons and have a way to extend and retract them. The more boring and simpler way is to piston actual weight blocks to either side of your build. Either way, turning with a plain old car and then turning with a weight shifting car are varying experiences. Like it feels a bit more natural with the weight shifting even though cars IRL don't do that. It also makes an interesting experience for these kinds of challenges. Center of mass is constantly changing and some weird turns can be pulled off with different weight shifting. Like shifting weight to the outside of a turn is weird if you don't roll.
Also, fun idea, revisit this exact challenge, but use like 3 or 4 dice spawners. They decide how many wheels, boosters, engine designated power cores, and other aspects you're allowed in your car. So like someone might have to run a bulldog powered monowheel and someone else will have to figure out how to work a 5 wheeled vehicle.
Hi scrap, love ur vids! Hope you get to 1M soon!!!
1:10 what if you build an overpowered rocket stick that goes faster than the missiles?
…WHAT NEW UPDATES?!?!….im excited 😮🤔😁😃😄😀😆
Human guided bombs no thrust only lift dropped by planes
i was playing around the other day and i figured out that in three bridges it could be fun to do an evolution race with quadruple suspension gyroless builds but since i got no expirience or friends to play with i'm leaving the idea here for the community or even the scrap master himself
Patriot missile ground versus Missile barrage
Now do hover pad bombs vs hover vehicles
I just had another idea! What about human guided rockets vs. a Spaceship
2:49 i heard him say spite instead of spike😂
congrats on reaching 900k subs!
For the jumping you should have done the hover pad glitch to dampen your fall
What if you do human guided missiles VS spaceships?
Do Human Guided Missiles VS Tanks or Mechs