no one: can we break the sound barrier with wheels in the centrifuge? scrapman: perhapskis? *center of mass bending the vechicle also scrapman: perhapskis we need moreskis
21:11 Yes, you unintentionally did a zero drag glitch. Trailmakers somehow doesnt recalculate the aerodynamics when an aerodynamically affected block breaks (probably for stability and optimization), in this example it doesnt recalculate the aerodynamic of grid blocks and the armored seat once the 4x1 wedges break
I dont think its a drag glitch mate. 21:17 u can see the skis, i think the wedges were just taking over the friction and the skis werent even touching the ground therefore when they broke, it allowed him to go faster because of friction
One of the issues is length of vehicle. Your vehicle is like trying to take a long unbending pipe and shove through a 90° turn. Vehicle either needs be shorter or more flexible so it stays shape of curve.
I saw three main issues with the build: 1. Lack of Joints - It should act like a train so it can bend with the track. 2. With wheels, you were losing friction, causing a decrease of speed. 3. Too much friction, both surface and air, disallowing the sound barrier to be broken.
with 2 I think you meant gaining friction. Less friction means less weight, or contact on/with the wheels which allow the vehicle to go faster. As gravity pulls the vehicle down the centrifuge, gravity is putting more force onto the wheels generating more friction causing more drag between the wheels and the ground. Yes I'm being that guy
Not me just yelling at my screen: "USE PROPELLERS DANG IT!" You needed like what... 3 to reach the sound barrier on flat ground? So you'll probably need like 10 for the centrifuge. Another thing that came to my mind was what if you put a hinge in the middle so the craft could flex a little bit?
IT'S DOABLE I've used a very short craft with just one sets of perhapskis in the middle, and around 30 propellors. The comments here helped a lot, lots of good ideas. I put 2 propellers besides each other, 3 high. Your stabilisation against the wall was very clever, that helped me also a lot.
10:43 You can stop it fluctuating or at least mitigate it a lot by putting an altitude sensor set for the middle portion of the centrifuge and using it to control either the steering, yaw wings or something similar.
When you had steering steering hinges, instead of making the vehicle longer, adding more engines, you should have used the wider profile to stack them side by side and use the engines to fill the aero gaps between the front and back wheels.
I love how Scrapman always says "I hope this video has earned your subscription" at the end of his videos, instead of demanding it like other yourubers do.
17:01 the reason for why it breaks sometimes is because the track is not stable, and some edges are sticking out of some of the track parts, there’s like 17 of them.
Both hinges and power couplings can accomplish that. I'm just not sure how it'll affect aerodynamics (and weight). But I agree that it's worth trying at least
I think it is definitely possible! You made it to 1188 without any glitches during the 17:45 build. Maybe intentionally steering up right as you approach 1180 would yield the boom? I'm also interested in the comparison of the speed of the vehicle on flat ground now. Love the content :)
:p An idea i just thought of that I think could definitely improve your build. If you use Logic distance sensors, and amp. them up to 50m. detection you can use a flying vehicle to automatically keep yourself away from the walls and flying off the track of the centrifuge by using a -1.00 output on the distance sensors to detect when you are on the rim of the track. The idea is to reduce force push down of the track while at super sonic or even higher speeds, and automate what you've been doing manually. I'm not sure if this makes sense, but anyone can use it if they do.
I think that you were slowing down while going down on the centrifuge, because the G force was much bigger that normal gravity, so you created your own "sideways" gravity. And so when you were goin down from the middle line in centrifuge, it was like if you were going uphill
Is that also contributing to him accelerating on the way up the wall? 6:55 you can see him accelerating past the middle line, all the way through until he's back at the middle
I think the wedges you put in the front made the weird upward drift happen, because at first you used the wedges to reduce drag but after changing the orientation of the vehicle the wedges didn't reduce drag but just added a constant uneven airflow pushing downwards.
15:44 the reason it breaks all the time is because of the length. Its not flexible but is pushed against the ground. When it tries to bend it breaks. To prevent that you could add hinges or something that makes it able to bend but still stay strong like it cant bend too much.
This was actually one of my first personal challenges when I went to race Island. Probably a bit to bite off but I learned a lot. It took a combination of spoilers skis hover pads and active control surfaces just to keep the front two wheels functional in the bank. The final product looked like a giant teal wedge of cheese
What is likely a contributing issue is the unaccounted for drag on the top of the vehicle. When going around a loop that fast you have to think about your vehicle as if it's moving upwards through the air. It's not something that you would run into at lower speeds but drag is exponential so if it is a factor at all even a very small factor it can spiral into a major concern very quickly once it passes a threshold
Try using 1x2 shield pieces in front of the skis. The have a small collision box and great edge aerodynamics. Ya don't even need to worry about countering the directional force either. It'll give ground clearance and still provide the best aerodynamics possible.
Going up the wall is tangentially closer to a straight line so you're bleeding less energy from momentum and with how light your build is the energy from Gravity isn't really a factor especially because you're not actually on that much of a slope with how long your wheelbase is
You already discovered that downward wedges in the front gives you up force and makes you faster. Try putting downward wedges on the side of your creation for some gentle up force.
You could be more efficient with the thruster stack by utilizing the three high hitbox of the seat to stagger the space thrusters. You could also use the three high hitbox to better incorporate the skis and have the whole bottom be skis. Adding hinges to shape your vehicle to that slight curve may also be helpful in reducing unwanted collisions.
Hey scrap, give Hoverpads some love 😄 (you completely overlooked them, poor things) You're trying to make the skinniest vehicle like when you do "break SB with lowest number of X propulsion system" videos, but your biggest enemy here isn't drag but the ground friction (of course drag is still important, but the tradeoff of a wider vehicle with hover pads vs skies or wheels is worth it), I managed to break it quite easily, no glitches!
I watched this video late but i had a thought about a potential variable that wasn't considered. Since you are traveling in a circle, there's aerodynamic forces pushing frop the "top" of the vehicle. That could add resistance that slowed him down and potentially broke it sometimes.
Day 7 of asking scrapman to do an evolution race with his friends in the race island Day 1 of asking scrapman to try to be in the 1% of every race and do it with space league
21:49 that yes is dragless bug but it happen because it dont calculate intime aerodinamic so until is unknow it result 0 but disapear after (if pc is slow it take more time)
I can't help but to wonder if there gets a point where how much the Length is fighting against the Track's Curves outweighs how much worth you get outta staying slimmer and if this might be one of those rare times when having a fatter Aerodynamic Nose would be worth it to have your Body fatter as it's packed with Thrust to avoid getting too long and having too much fighting against the Track Curvature... therefore, I wonder what would happen if you tried a long series of forward facing Tail Propellers with a 4x4 Aerodynamic Nose with the Cockpit hidden inside and the Tail Propellers connected on their tops with 1x2 Flat Connectors...? (And the Skis of course.)
Slowing down when getting lower on the wall makes sense actually. You are going around a circle, so the net force of gravity and centrifugal force is into the wall. Wherever this vector is pointing is your new "down", so going up on the wall is equivalent to going in the direction of the net external force on the car (even though centrifugal force isn't a force but more something you experience due to accelerating inwards)
something to consider is that only the front and back of the vehicle actually contacts the ground. maybe putting more ski's on the front and back helps. also the aero dynamics at the front might as well just face up because it will lower the amount of force on the front.
Where the skis are you should maybe add some high strength power couplers to allow for some flexibility to your craft. Love the content have a good one!
The biggest problem is the length of the vehicule. Because you are inside a circle the longer you are the more pressure there is on the middle. So either you find a way to have a vehicule flexible enought to take the shape of the road better, or you should make it shorter.
I think the length of the vehicle is causing all the problems. The longer it is, the more room for the middle to flex. You would probably have better results with engine's 2 wide and half the length. This should add strength and rigidity along with a much shorter distance for flex.
when the nose breaks off, you lose weight and the game doesn't calculate the aerodynamics faster than the vehicle gains speed, so the loss of weight gives the vehicle more speed right before aerodynamics kicks in, you can especially tell because you only break sound barrier for a few seconds then you lose speed
I think it's breaking because it's side profile is a line, but the profile of the track is a curve. Could try making two rows of thrusters? It could help shorten the vehicle, and could use thrust difference to steer.
Your aerodynamics are all pointed upwards, so when you go above 1000, your upwards force is increasing exponentially, but your downwards force isn't increasing at all, which pulls your vehicle upwards
*PLEASE* use small propellers. Even if they're less powerful than the rocket engines individually, you can fit 3 into the aerodynamic profile of a seat, and they're easy to "stack". I'm convinced that's the best approach to break the sound barrier here.
You know what’s crazy? That like perhapskis meme is still going crazy like I still see new ones every day that I haven’t seen that have millions of views
I think the main issue is that the road isn't flat, it's curving to making the vehicle longer makes it worse. Need to go larger or maybe add a pivot point in the middle to follow the curve
Hey scrapman, long time follower.💚 I scrolled down pretty far on the comments and no one pointed out that you forgot trailing aerodynamics. Your best design could of easily broke the sound barrier if you would of added trailing i bet.
Its turning up because you have upward draft on the front a d if it's turned to the side then the air current pushes you up. Also, if you can ritate the skis so they're pointing sideways then you wont have friction issues.
Yes you should use skis and you'll randomly explode while trying to go sonic. Mine always shattered after going sonic too. What helped mine is hinges to prevent breaking while binding.
If you revisit this there's something else you didn't try that I'm curious about. Circular motion is created by accelerating towards the center of the circle- it's why a planet's gravity can keep something in orbit even without thrust. With the vehicles you tried in this video all of that acceleration towards the center of the circle is coming from the normal force with the centrifuge wall- the ground is jamming into your vehicle and pushing it back towards the center. I'm curious if anything would change if you added thrust to your vehicle towards the center of the circle. I'd think that would at least reduce the force of the ground pushing on your vehicle (hopefully reducing the likelihood of breakages) and it might also just contribute to a higher speed directly but I'm not sure.
this reminds me of tether cars. they spin around centre point to get to insane speeds. kinda similar except you're not attached to the centere point and you're going basically sideways
You should try using the straight suspension to create a flexible spot in the middle of your vehicle. I would also suggest the power couplers, but they seem too flexible.
I think using the energy connectors would help this work, the problem im seeing is unlike the test map with its totally flat ground, this is curved, i think maybe giving your vehicle that little bit of flexibility at key locations on the craft would help it handle the curvature of the centrifuge, and because its energy and it wouldn't add any weight to the craft it would effectively lose weight.
Scrapman I think you just have to widen your vehicle to 2 engines width and make a bigger aero piece on the front, when you make something that's past a certain length trail makers starts acting funny, so maybe having a vehicle that's less glitchy is simply better then having a vehicle that's more aerodynamic
no one: can we break the sound barrier with wheels in the centrifuge?
scrapman: perhapskis?
*center of mass bending the vechicle
also scrapman: perhapskis we need moreskis
No takee backskis 16:25
@@grantwaylLet's have some morskis
perhapskis moreskis?
Hovers?
That's just his line forever now
Scrapman: Can we do this without ... dying?
Scrapman's Character: I suddenly feel concerned despite being immortal
😂😂😂😂
Underrated🗿🍷
You win the internet!🤣🤣
21:11 Yes, you unintentionally did a zero drag glitch. Trailmakers somehow doesnt recalculate the aerodynamics when an aerodynamically affected block breaks (probably for stability and optimization), in this example it doesnt recalculate the aerodynamic of grid blocks and the armored seat once the 4x1 wedges break
I dont think its a drag glitch mate. 21:17 u can see the skis, i think the wedges were just taking over the friction and the skis werent even touching the ground therefore when they broke, it allowed him to go faster because of friction
I wish he tested it without the nose to be sure.
@@TheChosenVaultDwellersVault Good point.
One of the issues is length of vehicle. Your vehicle is like trying to take a long unbending pipe and shove through a 90° turn. Vehicle either needs be shorter or more flexible so it stays shape of curve.
So kinda like trains
@@mr.spytom Exactly like trains.
He should’ve tried the rocket thruster
Thats exacly what I was going to say.
@@bubblestheseawing5076 And become the particle in a ring-shaped particle accelerator....
17:12 scrapman: "is it happening in your head now too? are the words combining?"
me: yeskis, yepskis, ughskis.
Noskis, it's not happening to me.
I saw three main issues with the build:
1. Lack of Joints - It should act like a train so it can bend with the track.
2. With wheels, you were losing friction, causing a decrease of speed.
3. Too much friction, both surface and air, disallowing the sound barrier to be broken.
to the first point, just because of rigidity I will use steering hinges.We have seen the train loosing the tail before.
perhapskis
with 2 I think you meant gaining friction. Less friction means less weight, or contact on/with the wheels which allow the vehicle to go faster. As gravity pulls the vehicle down the centrifuge, gravity is putting more force onto the wheels generating more friction causing more drag between the wheels and the ground. Yes I'm being that guy
Not me just yelling at my screen: "USE PROPELLERS DANG IT!"
You needed like what... 3 to reach the sound barrier on flat ground?
So you'll probably need like 10 for the centrifuge.
Another thing that came to my mind was what if you put a hinge in the middle so the craft could flex a little bit?
Exactly
"center fudge" 😂
@@_Dalee_ close enough lol
you'd just bottom out lol
@@qrygamer Why would you with props compared to other thrusters?
IT'S DOABLE
I've used a very short craft with just one sets of perhapskis in the middle, and around 30 propellors.
The comments here helped a lot, lots of good ideas.
I put 2 propellers besides each other, 3 high. Your stabilisation against the wall was very clever, that helped me also a lot.
9:06 HE DID IT AGAIN!
12:04 ANOTHER ONE PERHAPS SKIS
Perhapskis is immortal
Anyone remember the first time he did it and he was all like, "Don't make that a thing." and here he is videos later making it a thing.
What did you expect? It’s a catchy word.🤪
@@steeljawX what video was that?
10:43 You can stop it fluctuating or at least mitigate it a lot by putting an altitude sensor set for the middle portion of the centrifuge and using it to control either the steering, yaw wings or something similar.
I'm convinced the centrifuge is uneven. There are invisible potholes in that sucker.
When you had steering steering hinges, instead of making the vehicle longer, adding more engines, you should have used the wider profile to stack them side by side and use the engines to fill the aero gaps between the front and back wheels.
Yes but this still adds green arrows on the front. The less arrows the better.
Less arrows the better though. And the wider the more arrows
@@grantwaylgrinding friction>than aero friction
@@grantwayl but thats what he is saying, there was the sloped par in front anyway already
@@vincentzanada1241 no I know it still adds arrows regardless. They'll just green
We can say there was too many breakskies
Please stop
I love how Scrapman always says "I hope this video has earned your subscription" at the end of his videos, instead of demanding it like other yourubers do.
17:01 the reason for why it breaks sometimes is because the track is not stable, and some edges are sticking out of some of the track parts, there’s like 17 of them.
You could try to make a plane that can fly both forward and backwards.
how is that possibe
That isn't possible due to the aerofoil. Childish request.
@Octotrapper it is possible, but I don't want to explain how it works
IDK how that would work and its " perhapskis you could try to make a plane that can fly both forward and backwards
@@Yesook_geography planes in trailmakers can fly without wing blocks. It is possible, but only with trailmakers physics.
Perhapskis a power coupler in between could suspend the back to help
Wait, so now ScrapMan is SkiMan…
We NEED TO MAKE THIS A THING
U mean
Waitskis, soskis nowskis ScrapManskis iskis SkiManskis...skis
Weskis NEEDSKIS TOSKIS MAKESKIS THISKIS ASKIS THINGSKIS.
@@CMS_GAMING25 Yesskis!
Make the joints flexible. Maybe that way it won't break so easily.
Like, make the build curve with the track somehow.
Both hinges and power couplings can accomplish that. I'm just not sure how it'll affect aerodynamics (and weight).
But I agree that it's worth trying at least
I think it is definitely possible! You made it to 1188 without any glitches during the 17:45 build. Maybe intentionally steering up right as you approach 1180 would yield the boom? I'm also interested in the comparison of the speed of the vehicle on flat ground now. Love the content :)
16:26
"no takey back-skis"
-Scrapman 2024
:p An idea i just thought of that I think could definitely improve your build. If you use Logic distance sensors, and amp. them up to 50m. detection you can use a flying vehicle to automatically keep yourself away from the walls and flying off the track of the centrifuge by using a -1.00 output on the distance sensors to detect when you are on the rim of the track. The idea is to reduce force push down of the track while at super sonic or even higher speeds, and automate what you've been doing manually. I'm not sure if this makes sense, but anyone can use it if they do.
I think that you were slowing down while going down on the centrifuge, because the G force was much bigger that normal gravity, so you created your own "sideways" gravity. And so when you were goin down from the middle line in centrifuge, it was like if you were going uphill
Yup artificial gravity
Is that also contributing to him accelerating on the way up the wall?
6:55 you can see him accelerating past the middle line, all the way through until he's back at the middle
14:36 there is a sign board in Hindi language 👍🏻
I think the wedges you put in the front made the weird upward drift happen, because at first you used the wedges to reduce drag but after changing the orientation of the vehicle the wedges didn't reduce drag but just added a constant uneven airflow pushing downwards.
I wish Kan and Moonbo played trailmakers with scrapman, slowly becoming my favourite game to watch him play & thats my favourite trio
My brain always combined skis with whatever word preceded lol
Every day, I learn scrapman has more and more knowledge of glitches and is just choosing not to use them. Respect.
perhap-skis, more-skis, back-skis, are now in Scrapmans vocab. 😅 (12:03 13:49 16:12)
2:18 Pretty much sure that broken parts act like deattachable block. Im glad he realised.
the change of physics once you approach super sonic is so real its cool. just recently learnt that in my supersonic aerodynamic class in uni too
15:44 the reason it breaks all the time is because of the length. Its not flexible but is pushed against the ground. When it tries to bend it breaks. To prevent that you could add hinges or something that makes it able to bend but still stay strong like it cant bend too much.
I want to see the sound barrier broken for real in the centrifuge
Do it yourself
@@CMS_GAMING25calm down bro
This was actually one of my first personal challenges when I went to race Island. Probably a bit to bite off but I learned a lot. It took a combination of spoilers skis hover pads and active control surfaces just to keep the front two wheels functional in the bank. The final product looked like a giant teal wedge of cheese
What is likely a contributing issue is the unaccounted for drag on the top of the vehicle. When going around a loop that fast you have to think about your vehicle as if it's moving upwards through the air. It's not something that you would run into at lower speeds but drag is exponential so if it is a factor at all even a very small factor it can spiral into a major concern very quickly once it passes a threshold
Try using 1x2 shield pieces in front of the skis. The have a small collision box and great edge aerodynamics. Ya don't even need to worry about countering the directional force either. It'll give ground clearance and still provide the best aerodynamics possible.
been here since 2016 with Scrap mechanic, Still can't believe you post daily man!
true.... i think i got here around 2018? 2019?
16:18 we are in his head 🗣️
Your putting a straight stick inside of a tire and pushing on the stick, try making sure the stick is bendy or bent like the tire?
Going up the wall is tangentially closer to a straight line so you're bleeding less energy from momentum and with how light your build is the energy from Gravity isn't really a factor especially because you're not actually on that much of a slope with how long your wheelbase is
You already discovered that downward wedges in the front gives you up force and makes you faster. Try putting downward wedges on the side of your creation for some gentle up force.
every word is ending in skis like LeBron when you put le before anything leskis
Try and make a grappling hook using the rope block thingymajig
Now you're just sounding like the Cat trying to speak Bulgarian: "Thankski verski muchski, budski!" (Red Dwarf)
Day 338 of asking scrapman to battle with flying tanks
not gonna happen
Good idea scrapman plz do this challenge!!!!!!!!!!!!!!!!!!!!
@@HubbaDubba05NEVER BACK DOWN NEVER WHAT?
Day 338 of telling you THATS A PLANE SO QUIT ASKING
You’ve been asking for a year and I agree he should do that😊
You could be more efficient with the thruster stack by utilizing the three high hitbox of the seat to stagger the space thrusters. You could also use the three high hitbox to better incorporate the skis and have the whole bottom be skis. Adding hinges to shape your vehicle to that slight curve may also be helpful in reducing unwanted collisions.
Hey scrap, give Hoverpads some love 😄 (you completely overlooked them, poor things) You're trying to make the skinniest vehicle like when you do "break SB with lowest number of X propulsion system" videos, but your biggest enemy here isn't drag but the ground friction (of course drag is still important, but the tradeoff of a wider vehicle with hover pads vs skies or wheels is worth it), I managed to break it quite easily, no glitches!
You should of used the rocket booster sm it would of been easier because of the power output of them being so high sm
You were close, youre almost there. Need to learn something more, to improve it and then return
New idea dog fighting with supersonic fighters only missiles for weapons
I watched this video late but i had a thought about a potential variable that wasn't considered. Since you are traveling in a circle, there's aerodynamic forces pushing frop the "top" of the vehicle. That could add resistance that slowed him down and potentially broke it sometimes.
16:15 great job guys we've successfully broken ScrapMan. Perhapskis we can push it further hehe.
Day 7 of asking scrapman to do an evolution race with his friends in the race island
Day 1 of asking scrapman to try to be in the 1% of every race and do it with space league
21:49 that yes is dragless bug but it happen because it dont calculate intime aerodinamic so until is unknow it result 0 but disapear after (if pc is slow it take more time)
You did it, glitch or not it's still a neat thing to pull off and I had fun watching it.
I can't help but to wonder if there gets a point where how much the Length is fighting against the Track's Curves outweighs how much worth you get outta staying slimmer and if this might be one of those rare times when having a fatter Aerodynamic Nose would be worth it to have your Body fatter as it's packed with Thrust to avoid getting too long and having too much fighting against the Track Curvature... therefore, I wonder what would happen if you tried a long series of forward facing Tail Propellers with a 4x4 Aerodynamic Nose with the Cockpit hidden inside and the Tail Propellers connected on their tops with 1x2 Flat Connectors...? (And the Skis of course.)
Slowing down when getting lower on the wall makes sense actually. You are going around a circle, so the net force of gravity and centrifugal force is into the wall. Wherever this vector is pointing is your new "down", so going up on the wall is equivalent to going in the direction of the net external force on the car (even though centrifugal force isn't a force but more something you experience due to accelerating inwards)
THE WORDS ARE COMBINING!!!!!!!!!!!!!!!!!!!!!!!!!!
something to consider is that only the front and back of the vehicle actually contacts the ground. maybe putting more ski's on the front and back helps. also the aero dynamics at the front might as well just face up because it will lower the amount of force on the front.
Where the skis are you should maybe add some high strength power couplers to allow for some flexibility to your craft. Love the content have a good one!
Been waiting for a centrifuge episode 🙌
I wish I had the DLCs so I could build these with you it is fun to build what you build minus the DLC parts and find what works love the vids
The biggest problem is the length of the vehicule. Because you are inside a circle the longer you are the more pressure there is on the middle. So either you find a way to have a vehicule flexible enought to take the shape of the road better, or you should make it shorter.
I think the length of the vehicle is causing all the problems. The longer it is, the more room for the middle to flex. You would probably have better results with engine's 2 wide and half the length. This should add strength and rigidity along with a much shorter distance for flex.
Day 1 of asking scrapman to make a particle accelerator in the centrifuge
Love the video
Scrapski~
Also, unless I missed something, for once you didn't appear to use any trailing aerodynamics.
I got gyros he says quietly
at 9:00
when the nose breaks off, you lose weight and the game doesn't calculate the aerodynamics faster than the vehicle gains speed, so the loss of weight gives the vehicle more speed right before aerodynamics kicks in, you can especially tell because you only break sound barrier for a few seconds then you lose speed
Anyone back after he got in the top ten?
I've actually thought about this very challenge. For "traction", use hoverpads, for thrust, space thrusters, Aeros, minimum blocks... Should work...
I love that perhapskis is now a thing 😂😂😂
I do not, its just a verbal mistake that got turned into an overused joke
@@FlyingFish19 cry about it
@@FlyingFish19 L take
Flying tanks like hover craft fighting
I think it's breaking because it's side profile is a line, but the profile of the track is a curve. Could try making two rows of thrusters? It could help shorten the vehicle, and could use thrust difference to steer.
17:42 Oooh, oh ,oh! It's gonna happen. It's GONNA happen! OHhhh we're so close. C'mon! C'mon! C'mon! C'mon! C'mon! C'mon! We're staying together. We're staying together. Go, go. Go go go... OOOOOH C'MON WE'RE ALMOST OVER 1200, MMMMHHH!🤣🤣🤣
We got particle accelerator in trailmakers before gta 6
I’d say leave it to the community to find a glitchless way to break the sound barrier, then just make a follow up video reviewing the various methods
Your aerodynamics are all pointed upwards, so when you go above 1000, your upwards force is increasing exponentially, but your downwards force isn't increasing at all, which pulls your vehicle upwards
7:25 friction. It's called friction.
To be more clear, the thing was not exactly driving downwards, but sliding
you're hurting me, this hurts, it hurts to see a metal rod forced to travel a circle. this hurts me.
*PLEASE* use small propellers. Even if they're less powerful than the rocket engines individually, you can fit 3 into the aerodynamic profile of a seat, and they're easy to "stack".
I'm convinced that's the best approach to break the sound barrier here.
You know what’s crazy? That like perhapskis meme is still going crazy like I still see new ones every day that I haven’t seen that have millions of views
I think the main issue is that the road isn't flat, it's curving to making the vehicle longer makes it worse.
Need to go larger or maybe add a pivot point in the middle to follow the curve
Seeing a glitch only battle would be… interesting.
You’ve done something simmilar in scrap mechanic I think.
Hey scrapman, long time follower.💚 I scrolled down pretty far on the comments and no one pointed out that you forgot trailing aerodynamics. Your best design could of easily broke the sound barrier if you would of added trailing i bet.
I am not completely sure but I think trailing aerodynamics only works for boat and underwater vehicles in trailemakers
WAIT A MINUTE, 14:37 Did I see what I saw? what the hell, I need to open trailmakers rn!
this is my dream video amazing thanks scrapman
17:54 mmmmmMMMMM na na na na na na na na
Its turning up because you have upward draft on the front a d if it's turned to the side then the air current pushes you up. Also, if you can ritate the skis so they're pointing sideways then you wont have friction issues.
Yes you should use skis and you'll randomly explode while trying to go sonic. Mine always shattered after going sonic too. What helped mine is hinges to prevent breaking while binding.
STEAM ON SALE AND YOU ARE THE FIRST RUclips GOT ME INTO TRAIL MAKER TQ WILL BUY SOON
i have been waiting ages for this
If you revisit this there's something else you didn't try that I'm curious about. Circular motion is created by accelerating towards the center of the circle- it's why a planet's gravity can keep something in orbit even without thrust. With the vehicles you tried in this video all of that acceleration towards the center of the circle is coming from the normal force with the centrifuge wall- the ground is jamming into your vehicle and pushing it back towards the center. I'm curious if anything would change if you added thrust to your vehicle towards the center of the circle. I'd think that would at least reduce the force of the ground pushing on your vehicle (hopefully reducing the likelihood of breakages) and it might also just contribute to a higher speed directly but I'm not sure.
this reminds me of tether cars. they spin around centre point to get to insane speeds.
kinda similar except you're not attached to the centere point and you're going basically sideways
You should try using the straight suspension to create a flexible spot in the middle of your vehicle. I would also suggest the power couplers, but they seem too flexible.
I think using the energy connectors would help this work, the problem im seeing is unlike the test map with its totally flat ground, this is curved, i think maybe giving your vehicle that little bit of flexibility at key locations on the craft would help it handle the curvature of the centrifuge, and because its energy and it wouldn't add any weight to the craft it would effectively lose weight.
Gotta love that yellow and white text when perusing subscription’s videos.
Scrapman I think you just have to widen your vehicle to 2 engines width and make a bigger aero piece on the front, when you make something that's past a certain length trail makers starts acting funny, so maybe having a vehicle that's less glitchy is simply better then having a vehicle that's more aerodynamic
I think you were right about shifting momentum.
Tangential velocity = angular velocity × radius, so I'd guess it's very much slowing you down
I love this series kinda thing on the race island!