With the new colisions, there's a larger emphasis on projectile speed, instead of just bullet size. Previously, my 12x12 brick made entirely out of decal blocks with a very square shaped magnet tube arround it simply vaporized anything and everything it slightly grazed. (I'm not exaggerating either) Now it has a habit of simply throwing the the things it hits miles away. Meanwhile, my Mach 2 seat railgun which was previously too fast, it literally phased through everything, now it has a tendency to get stuck inside and deal a stupid ammout of damage. These where primarily tested with a 10x10x7 cube of checkerboard pattern transparent 2x2 blocks, perfect for an analysis. The seat which was previously ALWAYS phasing now conistantly reduced the cube down to 50-30 of the 700 blocks. Meanwhile the big cube shooter was taking out 4-9 on average. However, it did deal about 100-200 blocks worth of damage when throwing the 700 complexity brick into terrain, 591 blocks left is still far less than the satisfying 0 it used to be.
I built an orbital snowball cannon some months back and it was the deadliest thing I’ve ever made. When the new update came out, it completely broke my build and rendered the cannon absolutely useless. Sad day, I tell you whhhut.
I developed a brand new weapon that literally burrows into a build with basically little complexity I believe I put it in the server before It has no explosive payload unless you count the engines in the ATGM version. I gotta get it to you. You'd love experimenting with it. It's pretty reliable to destroy literally everything
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
Also, great videos man, you should sign up for the trailmakers creator programme, it mean you get DLCs free and early access so u can test the new features
I built a similar railgun just now, but I'm having a lot of issues getting the collision damage to actually register, it just fades trough builds. I tried using the smoke generator as ammo since it's quite heavy and acts as a tracer, but no luck, and the eyeballs have much less feeding issue (not a single misfire, tho there diameter make them fall very slowly in the mag), but no collisions either.
Just a tip, i mainly build for asthetics, not functionality so I may be completely wrong, but I think blocks are auto drag glitched If a block is infront of them, so you could move the detachable blocks to a different side, as long as the piece doesn't have aerodynamic arrows in builder, it won't have drag for that direction
if you have a small rail gun or store ammo you risk ammo storage explosions and the tnt exploding before it leaves the barrel. tractor beams themselves are perfectly good at yeeting tnt at stuff.
Also, for some reason dynamite has become reluctant to blow up when thrown at hyper-velocity. I have no idea why, but when I tested it, it just bounced off my 700 complexity brick several times, not even kinetic damage.
@@Zane12ai Yeah, dynamite doesn't really explode much anymore now that kinetic damage is changed, so I've had to put OR gates on all the explosives to make them blow up.
hey you only need 2 magnets for a good medium range railgun, and you at maximum need like 8 for big snipers. for automatic ones (especially when they need to fit a spare mag/clip) you need to compact it as much at possible. you went very overkill here also i have a video idea, it's called the "don't listen to s3a because you're sitting at 23 views at 46 minutes." i mean jesus man i'm sorry to see that, never giving you a suggestion on a video idea again bro. my fault original gantgster. i'm actually sorry bro 💀
That, that is completely incorrect... As a railgun expert I feel obligated to tell you, 8 is the bare minimum, infact you should really be using 12 if your going minimalistic. This is for any projectile of course, and more magnets you have (sorry I'm an og player I refuse to call them tractor beams) directly coralates to more velocity. Which of course, is more kinetic damage. And this is before we get into custom projectiles, in which case weight is a huge factor. At that rate, if your not building a tube your simply doing it wrong. There is no punchline, that's all she wrote.
@@Zane12ai that is completely incorrect It entirely depends on projectile size, the purpose of the projectile, and physical management of the weapon. For instance my big space ships with the magnet cannons in the middle use rotary mags or clips, the issue with the rotary mags is that they will turn the ship itself. And either big projectiles and/or more magnets will propel the ship back when firing, if the weapon is facing far off from the center of mass this will cause the ship to rotate slightly, throwing off shots. I use less magnets not only for the less weight and space, but also for accuracy reasons. And kinetic damage isn’t what I use, I use dynamite. Sorry for the yapping, I’m also a magnet gun type guy and I thought you should know this.
@@SSS333-AAA magnets have no diminishing returns, they will always provide the same force. If you’re worried about weight, recoil, accuracy, it being compact, and it being explosive, then the better option is a piston accelerated cannon, especially for a spaceship. Your not going to be reaching hyper velocity either way, which is Railguns main advantage over piston weapons. With this model you will also receive infinite ammo. The main advantage of Railgun is their scalability, they are heavier, larger, more complex, and have limited ammo. So if you’re going to use a Railgun it’s more beneficial to go all out.
With the new colisions, there's a larger emphasis on projectile speed, instead of just bullet size. Previously, my 12x12 brick made entirely out of decal blocks with a very square shaped magnet tube arround it simply vaporized anything and everything it slightly grazed. (I'm not exaggerating either)
Now it has a habit of simply throwing the the things it hits miles away. Meanwhile, my Mach 2 seat railgun which was previously too fast, it literally phased through everything, now it has a tendency to get stuck inside and deal a stupid ammout of damage. These where primarily tested with a 10x10x7 cube of checkerboard pattern transparent 2x2 blocks, perfect for an analysis. The seat which was previously ALWAYS phasing now conistantly reduced the cube down to 50-30 of the 700 blocks. Meanwhile the big cube shooter was taking out 4-9 on average. However, it did deal about 100-200 blocks worth of damage when throwing the 700 complexity brick into terrain, 591 blocks left is still far less than the satisfying 0 it used to be.
I built an orbital snowball cannon some months back and it was the deadliest thing I’ve ever made. When the new update came out, it completely broke my build and rendered the cannon absolutely useless. Sad day, I tell you whhhut.
It's still really funny though
You got the ultimate weapon for snowball fighting
I developed a brand new weapon that literally burrows into a build with basically little complexity
I believe I put it in the server before
It has no explosive payload unless you count the engines in the ATGM version.
I gotta get it to you.
You'd love experimenting with it.
It's pretty reliable to destroy literally everything
send me plz
will try it out soon
If you use dynamite, I found you can change whether it’s kinetic or explosive based on how many tractor beams you use
Glad to see that my testing was consistent with yours!
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
Also, great videos man, you should sign up for the trailmakers creator programme, it mean you get DLCs free and early access so u can test the new features
Maybe a landing craft/drop pod (Like Helldivers 2 or Titanfall 2) could be an interesting build
I built a similar railgun just now, but I'm having a lot of issues getting the collision damage to actually register, it just fades trough builds.
I tried using the smoke generator as ammo since it's quite heavy and acts as a tracer, but no luck, and the eyeballs have much less feeding issue (not a single misfire, tho there diameter make them fall very slowly in the mag), but no collisions either.
Your magnets are too close. You should give a block of clearance, and no, it doesn’t affect elicits much at all.
Nice work once again 😎
its quite literally terrible
Just a tip, i mainly build for asthetics, not functionality so I may be completely wrong, but I think blocks are auto drag glitched If a block is infront of them, so you could move the detachable blocks to a different side, as long as the piece doesn't have aerodynamic arrows in builder, it won't have drag for that direction
i... i know. thats why the detachable block is on the front. to reduce the drag.
No, not unless those blocks in the front are connected to a detachable block on make scrap. The only way to 0 drag glitch is with detachable blocks.
ive realized that heavy weight blocks are really affective on the kenetic damage
Btw I made a massive emp turret at the complexity limit and turns out they do very little impact damage maybe it is for the crates the same
You could try just using an eye it’s round looks cool has no drag and can’t land wierd
again, i tried but the game kept crashing.
@@ThisIsDumbAllTheNamesAreTaken oh
Sick
bro my railgun that i made a few months ago is exactly the same :D
Wait, why is it a bad idea to put dynamite as the railgun payload? Does it not do kinetic damage then?
if you have a small rail gun or store ammo you risk ammo storage explosions and the tnt exploding before it leaves the barrel. tractor beams themselves are perfectly good at yeeting tnt at stuff.
Also, for some reason dynamite has become reluctant to blow up when thrown at hyper-velocity. I have no idea why, but when I tested it, it just bounced off my 700 complexity brick several times, not even kinetic damage.
@@Zane12ai Yeah, dynamite doesn't really explode much anymore now that kinetic damage is changed, so I've had to put OR gates on all the explosives to make them blow up.
hey you only need 2 magnets for a good medium range railgun, and you at maximum need like 8 for big snipers.
for automatic ones (especially when they need to fit a spare mag/clip) you need to compact it as much at possible.
you went very overkill here
also i have a video idea, it's called the "don't listen to s3a because you're sitting at 23 views at 46 minutes."
i mean jesus man i'm sorry to see that, never giving you a suggestion on a video idea again bro. my fault original gantgster.
i'm actually sorry bro 💀
1: no kill like overkill
2: its the worst video quality i posted since last month. this is better than i thought.
That, that is completely incorrect...
As a railgun expert I feel obligated to tell you, 8 is the bare minimum, infact you should really be using 12 if your going minimalistic. This is for any projectile of course, and more magnets you have (sorry I'm an og player I refuse to call them tractor beams) directly coralates to more velocity. Which of course, is more kinetic damage. And this is before we get into custom projectiles, in which case weight is a huge factor. At that rate, if your not building a tube your simply doing it wrong. There is no punchline, that's all she wrote.
@@ThisIsDumbAllTheNamesAreTaken based
@@Zane12ai that is completely incorrect
It entirely depends on projectile size, the purpose of the projectile, and physical management of the weapon.
For instance my big space ships with the magnet cannons in the middle use rotary mags or clips, the issue with the rotary mags is that they will turn the ship itself. And either big projectiles and/or more magnets will propel the ship back when firing, if the weapon is facing far off from the center of mass this will cause the ship to rotate slightly, throwing off shots.
I use less magnets not only for the less weight and space, but also for accuracy reasons. And kinetic damage isn’t what I use, I use dynamite.
Sorry for the yapping, I’m also a magnet gun type guy and I thought you should know this.
@@SSS333-AAA magnets have no diminishing returns, they will always provide the same force. If you’re worried about weight, recoil, accuracy, it being compact, and it being explosive, then the better option is a piston accelerated cannon, especially for a spaceship. Your not going to be reaching hyper velocity either way, which is Railguns main advantage over piston weapons. With this model you will also receive infinite ammo.
The main advantage of Railgun is their scalability, they are heavier, larger, more complex, and have limited ammo. So if you’re going to use a Railgun it’s more beneficial to go all out.
Please make a tutorial, i cant get a working one
its just a tube of magnets, what do you mean
@@ThisIsDumbAllTheNamesAreTaken my reload don't work, won't do damage, looks shit
@@kanaukko207 oh, well thats every rail gun. more magnets and hope i guess. I'm not good at it either.
@@ThisIsDumbAllTheNamesAreTakenok ty I will try
let me buy you a new mic which one do you want
nuh uh
why
@@matthewclark-ul8wm cringe
@@ThisIsDumbAllTheNamesAreTaken your mic is so bad