Building the FASTEST 400MPH Supercar in GearBlocks Game!
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- Опубликовано: 12 дек 2024
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GearBlocks is an open ended sandbox game for mechanically minded builders.
You can build a car with rack and pinion steering and a working drive-train with a differential gear. Or you could make a run-and-jump parkour course with motorised bouncy platforms, or an unstoppable walking mechanical elephant. The only limit is your imagination...and physics.
Build or repair your creations anywhere on the map. Snap parts together, resize them, change their materials, paint them, and link their behaviours together. Choose from over 200 parts, including functional mechanical elements such as motors, gears, pulleys, joints, springs, actuators, and much more.
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28:40 it definitely is. i made long travel suspension and it was a problem i had to overcome. you can also do the node skip with the tubes to make your drivetrain look and behave more realistic.
Yeah i tried node skip on the axels but it wasn't working for me and caused some weird effects.
1:40
Oh, I see the Cyber-Saw...😉
Yeah dude, I watched one of your videos where you made. I might have to try and make one. You did such an awesome job on it. 😁👍
One thing I've found with custom spindles is that the purple attachments are not as solid as the teal ones. I've had some success by adding an extra block to the spindle so I have 2 rotation attachments. Downside is that either your axle is even shorter or your vehicle is wider
Edit: I just noticed something at 30:26 - your lower control arm body mount is a knuckle joint, but as it sits on that 90° angle it is maxed out. Your suspension cannot compress any more than it is in the build mode. I think that's what your bounciness is coming from. The suspension is trying to compress but is coming up against the joint's limits, at which point the flexibility of the attachments comes into play and all bets are off. Looking back at your driving test earlier in the video, you can see the suspension hit that 90° point and everything flexes
@12:23, you have "keys toggle activation" turned on, I think that might be your issue with having to double tap to get it to move
I just made a video covering all your suggestions. Thanks man 👍
Dude i had so much issues with wobble at highspeed, you can fix it by locking the connections on the Diff!! worked for me so i hope it works in ur case too
Yeah locked everything and it's still an issue. It's much better with an electric motor. See my latest video, where I swap motors which i think is the real issue.
I had the same issue when trying to connect a 5 cylinder radial engine to the gearbox. Visually is lined up perfectly but just would not snap to the next connector. Rebuilt the engine to a straight 4 and works fine
Yeah hopefully next update they will improve the node skip feature. We really need that working so we can have diagonal shafts.
for the wobble issue, try to mess with the suspension settings, i'm not sure if you can but you should make the dampening stronger
Yeah I tried everything, see my newest video. 👍
your axel length is fixed so its fighting the suspension. use a tube that slides but not rotate and that will fix your problems.
Yeah i tried adding a slip joint on the axels but it made it glitch out crazy so I had to go back to normal axels.
The CV joints do have some slop that allows them to slide in and out of the joint. As long as they're close to the length of the control arms they're fine. If you've got too much of a mismatch you'll see it limiting suspension travel when using the grab tool to cycle it. Adding a slip joint to driveshafts always seems to make it glitch out
Hey Oz, the game right now don't have aerodinamycs. You need to beefy up your rear hub. Some of the wobbliness comes from the hub trying to rotate on the horizontal axis. I saw you have downloaded my RGS Racing A7 R, this design is heavily on the edge of the game physics, take a look on how I reinforced the rear end, and it's all vanilla without no collision tricks.
Awesome, yeah, your car us amazing. I'll take a closer look and see if reinforcing will help. Both our cars seems to float off the track at high speeds so I wondered if there was areo in the game. But it seems to be happing do to a gyro effect of the transmission gears spinning so fast. I might test to see if adding a counter rotating weight would help stabilize things.
@OZTRON thank you. for the A7 R I actually already know what solves for it, it need something like 700kg, right now it's 505kg, but the original engine will stall with more weight, been working on hybrid power train with 700kg overall weight that's much more stable on track, but I've found some weird behavior on electric motors trying to stall.
Why are the springs spinning? @40:08
I have no idea... 🤷♂️
Don't the pivot points on the chassis side need to be all in a line? It looks like the bottom A-arm pivot is longer than the top and the CV Joint.
All pivot points need to be on the same plane. Otherwise, the joints would require soft bushings to absorb the vibrations
he did this on purpose this way when the car rolls a bit the wheel will stay flat instead of camber
Yeah it's done like this on purpose. In real vehicle suspension, your lower and upper A-arms are different lengths. This adds stability and grip as a car enters into a turn. The suspension will maintain a flat contact patch on the ground as the car rolls by adding more or less camber to the tires.
Exactly 😁👍
One thing that I can tell you that I was taught back in college for automotive is the main purpose for the shock is to remove the bounce from the spring the spring is what keeps the tire on the ground well that and weight and gravity. So when a vehicle hits a bump or pothole the spring releases its stored energy by pushing the wheel down but with out the shock the tire would just bounce like a basket ball being dribbled. But that’s not what is wanted we want the tire to follow the ground hence why we got rock crawlers that can basically stand one axel on end and the other one is still sitting normal on the ground but that is extremel use cases in your build in thinking that the shocks maybe need to be bigger to help with the bounce cause from what I’m watching that’s what it looks like to me is spring bounce that why it happens under load and not under load.
This might or might not help idk but it’s a thought.
And one the gear side switch I usually picture myself looking at the gear head on and to go forward the gear that would be perpendicular to the first one needs to spin forward or if viewed from the right side of it looking left would be clockwise. Screw drivers with its 90 degreee gear made me recall all of that from college cause I was constantly getting the wrong spinning tires in build mode nd it would drive super weird and getting it all to spin th right way made it drive right
One more as I’m watching the script mod that is the building tool some of its options allow u to change how much a unit is both in length or distance and in rotation like to get things to rotate in 45 degree increments one of its setting will allow the user to change
Yeah that's correct, the shocks is just a dampener to remove bounce.
ONLY 400mph? I did 587
I only found out that boundary thing because I fell asleep and my fingers happened to push one of the movement buttons and when I woke up I was stuck in. Corner and it literally took me with pushing shift and movement which in case u don’t know you go super speed it took me like almost a half hour in real time to get back to my build I was super annoyed lolol
Wow that's crazy. Seems like we just bounce off it now.
Why your back tire is heavear than frount because the tore is wider than frount
Ok interesting. 👍
I didn’t know about the hit box for that wheel imma have to go check some of my fails I’ve made and see if that is its issue or not thanks tho for that!!
Yeah seems like not all tires have the same hit box. 🤷♂️
I love ur vids❤❤❤❤❤❤
Thank you 😁👍
That and switches electrical switches cause I’m currently needing for my marble thing.
Yeah more electronics would be great.
calling gearBlocks a Simulator is wild
why?
it is
@@kingivirus gearblock use unity engine which is far from a simulation engine yes whit a bit of coddling you can improve accuracy but it’s still far from a simulator
Well, it isn’t a physics simulator, but to say that’s the only kind of simulator is kind of short sighted.
They say physics simulator on their page so that's what I was going on. It's not BeamNg or Automation but it not bad for this style of game.
hi
👋 hi
Lololol I’ve hit that a few times lolol
😁👍