A lot of good problem solving on display on this one. And persistence. I noticed that free swivels have a Strength setting and the only time I saw it they were set to 3. Maybe reducing that is a way to get the arm to rotate any faster.
If that doesn't work then it might be an inconsistency with the way the game calculates leverage? Just a hunch, but it seems that the game thinks that the arm has more weight than the actual weight itself. Might be some weird system that uses some kind of weight multiplier to calculate leverage, which might be too strong, causing a miscalculation.
same, and I think that the weight was too far inward, causing it to not have as much of an effect. I tried this myself, and I put the weight further apart (not in instruments of destruction, in sm) and it worked better the further out it was.
You cloud be right even if they are two different game and they have different physics. And this works in reality too, try to open a door with the same force on different spot, is better on the part far from the joint
Quick thing about trebuchets, the weight needs to be a LOT heavier than the projectile, for a one kg weight the projectile is optimally slightly less than 7 grams
I feel like the “smoothness” level actually causes that weird floaty-ness and unrealistic rigidity in the ropes. You might have better luck if you turn that back down
Tips on trebuchet’s: Most of the power in a trebuchet comes from the motion of the sling itself rather than the weight or the arm, so using a stiffer material like flex beams would decrease the efficiency of your trebuchet which is easily shown when the projectile barely leaves the sling. And the problem of the sling not unhooking is due to the sling being to heavy compared to the projectile to where it lacks the force to unhook it, or the angle of the peg which hold the sling in place is too shallow making it difficult to disconnect.
important tip for counterweights, reinforced pieces are much, much heavier than even the heavy foot, I always use reinforced detachable connectors for counterweights, those things weight 2100 kg vs the 1250 kg of a heavy foot.
I feel like you could make the magnets not toggle, give the arm more momentum. So, turn them on, but instead of them staying on, you can let them go as soon as the basket passes them.
also have multiple sets of magnets that turn on and off at different times. Like, some magnets directly under the basket, than some half-way through and some at the end.
Trebuchets in Besiege are pretty fun to make, and hard. Took me a lot of trial and error to make one that works realistically, no special mechanics like thrusters or pulleys. Besiege has roped/pulleys/winches and springs. I could have used either of them, springs would have been better than winches, but gravity works fine. I’d like to watch Scrapman figure out Besiege. The game is both very similar but also very very different from Scrap Mechanic, Trailmakers, IoD, and Main Assembly.
OH, you're not _actually_ a Senator. Dang, I thought I was actually represented for once :( Edit: definitely can second the recommendation of Besieged; great game. And has some advantages (and disadvantages) over other, similar games.
Having built two trebuchets IRL, I can say confidently that the sling and sling mechanism is what makes it so hard to replicate. The closest I've gotten in a game was a treb in stormworks that used sensors and a magnet release The additional velocity from the sling flicking around the arm end is super important
I am amazed my the building in this game. It is the perfect Scrapman game there is, fits you so well. I love seeing you happy at your success in getting your creation to work. Like you say "it doesn't have to work great, it just has to work". Aww man. This channel is just great.
moment = mass/load * perpendicular distance from pivot you couldve just increase the length between the load an the pivot to increase the amount of strength/moment caused
that wasn't the problem, it would have been the same speed in reel life, yes that would work, but the problem wasn't that it didn't have power in the mechanism, it was the way the game calculates weight.
...yes, everyone here knows that. Idk why people make these comments. We all know how trebuchets work in real life (you learned about them in physics class specifically _because_ they're such a mechanically simple & intuitive machine to understand). However, physics engines aren't just... the laws of physics typed into code (I mean.. that's kinda the goal, I guess). So in effect, this trebuchet [obviously] doesn't work the same as it would in reality because the physics aren't the same as reality. Scrapman's job here was to determine how the game-world laws differed from our real world physics.
I'm surprised you didn't try a hybrid approach. To the trebuchet release mechanism, half coil half flex beam. Might have worked, but definitely interesting to try
Y’know, I taught myself how to use a Shepard Sling (Rock Sling) where you spin it, let go of one end (the other end is a built in loop you put around your finger) and the rock goes flying. So it’s similar to this, but regardless, finding out the timing for both is HARD
Lololol yeah. Except in real life it can really hurt until you figure out the timing.. definitely looked like a total moron. Surprising how effective it is though! (although simultaneously glad I DON'T have to use this to hunt a moose.. that'd still be quite difficult)
4:38 yeah, there is a physics thing going on. It's a massive weight but no matter how heavy you make the weight it won't flip it unless you extend the arm! It's physics!
Another thing to keep in mind, the chains do get those weird glitching effects if you don't turn up their strength, and if they still get them at high strength you can use reinforced to basically negate all of those effects. I was testing a 24 thruster wrecking Ball spinner, and do you wrecking balls kept flying off the chains until I did the strength three and reinforced So, if you start the weight in the same orientation as the arm towards on the back, it will have more of a lever / counterweight effect because it will be further from the center of gravity
Only couple things I can think of is to utilize the later versions of trebuchet, where the weight block is slot locked. It sits in a channel where it only moves up and down, and is attached to the arm in generally the same fashion you did the first time. Other suggestion is with the magnets. Since the physics in this game are a bit wonky, perhaps put the magnets on the weight cage itself, repelling if placed on top, attracting if put on the bottom, and still have those iron balls in the cage like you did. PS second thought on magnets, why not have both repelling and attracting in there respective positions for added power? Also, can you make the weight just be built of the iron balls or can they not be attached to the creation? Hmm... Always look forward to your vids Scrapman. Hope you and your music are doing well.
Now I would say the next goal should be building a real working ballista. The biggest problem might be to flex the ropes. But a ballista might be even able to "reload" if you just fire a cannon ball instead of a bolt.
The game exaggerates basic physics principles. The distance from the center of rotation affects the torque of the opposing forces. What you are seeing with the weights is completely normal. A massive weight near the center of rotation will appear to weigh less than a small weight far away from the center of rotation
You should try to build a trebuchet in besiged it has good physics for trebuchets and it is a game based on seging so it makes sense to make a seige wepon in it
me screaming at the monitor "shorter rope shorter rope pleeeeease" that would solve the lack of centrifugal force on the ball with the setup you've made :D
Something you could have done was to cant the arm with the counterweight. Make it more acute so that the payload arm can have more of an arc. Going from a straight line (180°) to, say, 165°.
The magnets were just to help physics in the IoD world. And there were instructions for a wooden desk trebuchet with a similar style in the latter times of their use.
Maybe line the entire bottom with magnets and have them increase in power front to back. Maybe also have them on a tiny delay also front to back. Might cause the weight to pull down and then back increasing the swing speed.
Idk if anyone else noticed but scrapman put the tune strength of the free swivel to 3 in the first attempt. That may have been adding enough resistance to the free swivel to not allow it to move
@scrapman I was just making a scrap mechanic trebuchet the other night, not much luck myself. I was trying for a FAT Trebuchet. FAT stands for Floating Arm Trebuchet, the weight moves linear vertically. And the arm pivots and accelerates before releasing the projectile. I think that a FAT would be a sweet video for ya, I know I’d like to see it. Also checked out your music Catarinth is fire bro. Good stuff man.
You should play Space engineers it’s like a more complicated scrap mechanic but anything is possible in space engineers from automated factories to guided missiles with enough knowledge you can build amazing things.
I Have An Idea. Maybe Next You Can Make A Flying Whale That Shoots Cannons Out Of It’s Blowholes, And Has Magnets In It’s Mouth To Suck Up The Buildings!
I recall in a previous video Scrap Man saying how hard it was to fail at building a vehicle. Guess he is eating his words. I have more failures in this game than in Scrap Mechanic. Seems like everything I build in IoD just falls apart somehow.
I just started watching at the beginning, and from my own testing I have found that the free swivels give more resistance the higher their strength level is, and if you set them to 0.1 they have almost zero resistance Practically no resistance
Now try a Catapult? use either the wrecking balls or the other and fling them at the buildings should be multiple and maybe make it drivable with little people pushing it around
Part of the problem is your simulated weight doesn’t want to go to it’s lowest possible point you should’ve put the magnets in middle rather than the ends Trebuchets despite popular belief didn’t actually shoot all that far but even so a trebuchet of that size should be shooting at least 2-5 times as far (2-5 because they are quite complex machines that require a lot of tuning and depending on how much time you want doing so)
I think that the length of the side that connects to the weight is too short, (I don't have too much knowledge in this but) the length is too short and the weight finds the middle of the craft stable, as many know the longer something is the better it can be tilted, like for example a seesaw, because the length of the two is equal the weight and velocity has more of an effect on the object, let's also say that a seesaw's two sides are not equal in length this means that the kid sitting on the longer end will have a big advantage over the other, the problem with Scrapmans trebuchet is it's end of the weight was too short and the weight doesn't have enough leverage(I think) to go further down meaning that it will stay at the middle, and also another argument is when a person holds a long object, holding it in the middle is easier as the weight is even and holding it on the edges will become harder because the centre of gravity is farther
For a gravity based one, that's the right proportions, but once he moved to magnets, you're probably right that he could/should have adjusted the ratio to get more power. Then again, it ended up basically bullseyeing the building, so if it had been any stronger, he'd have needed to make it mobile so it could back up to fire.
yea i agree moment = mass/load * perpendicular distance from pivot he couldve just increase the length between the load an the pivot to increase the amount of strength/moment caused
@@leejack623 yeah, it baffles me that he has this big collection of knowledge but this happens, he is human so it is to be expected but he should already know that a solution to an answer is nearly always simple, also random question, what are your thoughts on railgun weapons, as I see it where close to unlocking clean weapon technology
Instead of using a delayed disconnector to release the sling, why not use a delayed disconnector to release the ball? Reduces physics complexity with basically the same result. (Although expanding the free pivot range would help too; it looks like it's limited to only 45 degrees.)
the reason that there is a small amount of force is beacuse of the law of moment. the closer the weight is to the center, the less force it has on the swivel joint, no matter how much weight is added
Start of the vid Machine (what I think): NO I DONT WANNA WORK starting to the end Machine: oooo magnetic powered GIMME - as it runs as flash to the magnets- Scrap-man: to aggressively! Machine: what do you WANT! Me sounding like a child: I should get rid of this
If the arm with the weight was as long as the other arm it would have worked, simply because it would have worked as a lever and the force would of been greater.Just don't listen to the instructions.IMPROVISE! You re Scrapman!!!(I am only 8 and a half minutes in so I don't know if he does this at the end of the video) Explanation: A smaller weight on a longer arm can have a bigger effect (because of the lever that forms) than a bigger weight on a smaller arm.So if the physics of the game are just a little bit not right they will be a lot off if you do these levers because of the multiplying of the bad physics.So you have 2xBAD physics = EVEN WORSE physics if you have an effect = 2 when you multiply the effect becomes stronger... Sorry for the veeery long comment.Really sorry.
i was a fan of scrapman even before his light was so bright and it reflects on hes skin i still enjoy his content, and this is my first time commenting to his vid hahaha lol
It never released from the pin because there was always a constant force from the power swivels but if it stopped when the wait was at the bottom like how gravity would stop it/ jolt the mechanism the rope would release from the pin
The string should be shorter, in this test. Real world rules don't apply. But still, nice out of the box thinking. You should try building a working balista.
Could you make the CL-1201, known as the largest plane ever designed and it would be better to make it on trailmakers as for the wings. Also, to make it realistic try putting very large wheels like drag wheels or monster truck wheels.
I can see why magnet-powered guns are more effective than a magnet-powered trebuchet. I feel like guns in general are more effective than a medieval siege weapon.
Well maybe not against buildings. Like I doubt a regular bullet will do much against a building however a medieval siege weapon is literally designed to damage buildings
hey there, i have a multiplayer monday idea. do spud powered plane racing, and you have 0 gravity on. and you have to go through rings to get to the finish line.
A lot of good problem solving on display on this one. And persistence.
I noticed that free swivels have a Strength setting and the only time I saw it they were set to 3. Maybe reducing that is a way to get the arm to rotate any faster.
That'd what I thought as well
If that doesn't work then it might be an inconsistency with the way the game calculates leverage? Just a hunch, but it seems that the game thinks that the arm has more weight than the actual weight itself. Might be some weird system that uses some kind of weight multiplier to calculate leverage, which might be too strong, causing a miscalculation.
i think thats why
same, and I think that the weight was too far inward, causing it to not have as much of an effect. I tried this myself, and I put the weight further apart (not in instruments of destruction, in sm) and it worked better the further out it was.
You cloud be right even if they are two different game and they have different physics. And this works in reality too, try to open a door with the same force on different spot, is better on the part far from the joint
Quick thing about trebuchets, the weight needs to be a LOT heavier than the projectile, for a one kg weight the projectile is optimally slightly less than 7 grams
@@SkidrowTheThird levers do be insane like that- the length ratio directly determines the needed weight ratio
Not to mention all trebuchets need to have wheels
Also the short arm (the arm with the weight) could have been longer
@@ethansquires2880 you can have stationary trebuchets too
@@TantalumPolytope yeah but it doesn’t work the same with the type of trebuchet he tried to build
I think you could do a lot with instruments of destruction outside of destruction based vehicles.
Besige 2.0
@@avicennaren1053 gives me 2015 - 2016 nostalgia vibes
I feel like the “smoothness” level actually causes that weird floaty-ness and unrealistic rigidity in the ropes. You might have better luck if you turn that back down
Tips on trebuchet’s:
Most of the power in a trebuchet comes from the motion of the sling itself rather than the weight or the arm, so using a stiffer material like flex beams would decrease the efficiency of your trebuchet which is easily shown when the projectile barely leaves the sling. And the problem of the sling not unhooking is due to the sling being to heavy compared to the projectile to where it lacks the force to unhook it, or the angle of the peg which hold the sling in place is too shallow making it difficult to disconnect.
important tip for counterweights, reinforced pieces are much, much heavier than even the heavy foot, I always use reinforced detachable connectors for counterweights, those things weight 2100 kg vs the 1250 kg of a heavy foot.
I feel like you could make the magnets not toggle, give the arm more momentum. So, turn them on, but instead of them staying on, you can let them go as soon as the basket passes them.
also have multiple sets of magnets that turn on and off at different times. Like, some magnets directly under the basket, than some half-way through and some at the end.
Trebuchets in Besiege are pretty fun to make, and hard. Took me a lot of trial and error to make one that works realistically, no special mechanics like thrusters or pulleys.
Besiege has roped/pulleys/winches and springs. I could have used either of them, springs would have been better than winches, but gravity works fine.
I’d like to watch Scrapman figure out Besiege. The game is both very similar but also very very different from Scrap Mechanic, Trailmakers, IoD, and Main Assembly.
OH, you're not _actually_ a Senator. Dang, I thought I was actually represented for once :(
Edit: definitely can second the recommendation of Besieged; great game. And has some advantages (and disadvantages) over other, similar games.
scrapman: something tells me, weight isn't the issue
also scrapman: continues to add weight
Having built two trebuchets IRL, I can say confidently that the sling and sling mechanism is what makes it so hard to replicate. The closest I've gotten in a game was a treb in stormworks that used sensors and a magnet release
The additional velocity from the sling flicking around the arm end is super important
This gave me nostalgia for the countless hours building and optimising Trebuchets in Besiege, I know the struggle und the feeling when it works
Scrapman! Your closing in near 1M SUBSCRIBERS! I can’t wait
I am amazed my the building in this game. It is the perfect Scrapman game there is, fits you so well. I love seeing you happy at your success in getting your creation to work. Like you say "it doesn't have to work great, it just has to work".
Aww man. This channel is just great.
moment = mass/load * perpendicular distance from pivot
you couldve just increase the length between the load an the pivot to increase the amount of strength/moment caused
Yes
that wasn't the problem, it would have been the same speed in reel life, yes that would work, but the problem wasn't that it didn't have power in the mechanism, it was the way the game calculates weight.
...yes, everyone here knows that. Idk why people make these comments. We all know how trebuchets work in real life (you learned about them in physics class specifically _because_ they're such a mechanically simple & intuitive machine to understand). However, physics engines aren't just... the laws of physics typed into code (I mean.. that's kinda the goal, I guess). So in effect, this trebuchet [obviously] doesn't work the same as it would in reality because the physics aren't the same as reality. Scrapman's job here was to determine how the game-world laws differed from our real world physics.
I'm surprised you didn't try a hybrid approach. To the trebuchet release mechanism, half coil half flex beam. Might have worked, but definitely interesting to try
For one of the next multiplayer mondays you should do an evolution three in one race in trailmakers
Y’know, I taught myself how to use a Shepard Sling (Rock Sling) where you spin it, let go of one end (the other end is a built in loop you put around your finger) and the rock goes flying. So it’s similar to this, but regardless, finding out the timing for both is HARD
Lololol yeah. Except in real life it can really hurt until you figure out the timing.. definitely looked like a total moron. Surprising how effective it is though! (although simultaneously glad I DON'T have to use this to hunt a moose.. that'd still be quite difficult)
4:31
the weight of the longer side has more leverage, so the weight is multiplied, causing a lack of movement. (I think)
4:38 yeah, there is a physics thing going on. It's a massive weight but no matter how heavy you make the weight it won't flip it unless you extend the arm! It's physics!
"...a little janky" - perfect description of a trebuchet :D
Now you need to do a ballista
That little ball flick on the launch is so dope! You couldn't plan for that if you tried XD
13:38 the trebuchet really said "give me my ball back"
Another thing to keep in mind, the chains do get those weird glitching effects if you don't turn up their strength, and if they still get them at high strength you can use reinforced to basically negate all of those effects. I was testing a 24 thruster wrecking Ball spinner, and do you wrecking balls kept flying off the chains until I did the strength three and reinforced
So, if you start the weight in the same orientation as the arm towards on the back, it will have more of a lever / counterweight effect because it will be further from the center of gravity
Yikes loved that my idea got featured :D (I secretly knew your love for trebuchets wouldn't hold you down haha)
Congratulations and the last angles you chose were simply EPIC!
Build a whip next. Doesn't matter what parts you use as long as we can see the wave it does when it moves.
Only couple things I can think of is to utilize the later versions of trebuchet, where the weight block is slot locked. It sits in a channel where it only moves up and down, and is attached to the arm in generally the same fashion you did the first time.
Other suggestion is with the magnets. Since the physics in this game are a bit wonky, perhaps put the magnets on the weight cage itself, repelling if placed on top, attracting if put on the bottom, and still have those iron balls in the cage like you did.
PS second thought on magnets, why not have both repelling and attracting in there respective positions for added power? Also, can you make the weight just be built of the iron balls or can they not be attached to the creation? Hmm...
Always look forward to your vids Scrapman. Hope you and your music are doing well.
Now I would say the next goal should be building a real working ballista. The biggest problem might be to flex the ropes. But a ballista might be even able to "reload" if you just fire a cannon ball instead of a bolt.
nice this guy really does everything he can do in most of every game he plays
The game exaggerates basic physics principles. The distance from the center of rotation affects the torque of the opposing forces. What you are seeing with the weights is completely normal. A massive weight near the center of rotation will appear to weigh less than a small weight far away from the center of rotation
You should try to build a trebuchet in besiged it has good physics for trebuchets and it is a game based on seging so it makes sense to make a seige wepon in it
who needs realism when you have shortcuts
Hi persun
Make this into a tradition of making a trebuchet every two years in a new game
me screaming at the monitor "shorter rope shorter rope pleeeeease" that would solve the lack of centrifugal force on the ball with the setup you've made :D
Something you could have done was to cant the arm with the counterweight. Make it more acute so that the payload arm can have more of an arc. Going from a straight line (180°) to, say, 165°.
No, YOU cant!
🙃
Maybe you could try to make a ballista for the next episode of Instruments of Destruction.
The magnets were just to help physics in the IoD world. And there were instructions for a wooden desk trebuchet with a similar style in the latter times of their use.
You know your trebuchet is a great success when its range is around 3x the length of launching arm.
Maybe line the entire bottom with magnets and have them increase in power front to back. Maybe also have them on a tiny delay also front to back. Might cause the weight to pull down and then back increasing the swing speed.
Idk if anyone else noticed but scrapman put the tune strength of the free swivel to 3 in the first attempt. That may have been adding enough resistance to the free swivel to not allow it to move
@scrapman I was just making a scrap mechanic trebuchet the other night, not much luck myself. I was trying for a FAT Trebuchet. FAT stands for Floating Arm Trebuchet, the weight moves linear vertically. And the arm pivots and accelerates before releasing the projectile. I think that a FAT would be a sweet video for ya, I know I’d like to see it.
Also checked out your music Catarinth is fire bro. Good stuff man.
Maybe try stormworks !!!
8:32 peak physics in any game
The payoff in the end was so nice to watch
The trebuchet army has long been oppressed by the catapults. Now, we can fight back
You should play Space engineers it’s like a more complicated scrap mechanic but anything is possible in space engineers from automated factories to guided missiles with enough knowledge you can build amazing things.
10/10 trebuchet, would launch a 60kg projectile over 200m again.
I Have An Idea. Maybe Next You Can Make A Flying Whale That Shoots Cannons Out Of It’s Blowholes, And Has Magnets In It’s Mouth To Suck Up The Buildings!
I recall in a previous video Scrap Man saying how hard it was to fail at building a vehicle.
Guess he is eating his words. I have more failures in this game than in Scrap Mechanic. Seems like everything I build in IoD just falls apart somehow.
I just started watching at the beginning, and from my own testing I have found that the free swivels give more resistance the higher their strength level is, and if you set them to 0.1 they have almost zero resistance
Practically no resistance
The god of wedges is very good at making things!
Now try a Catapult? use either the wrecking balls or the other and fling them at the buildings should be multiple and maybe make it drivable with little people pushing it around
the view from behind the building is terrifying
The pole that was holding the wait is at the perfect angle to hold it up and not have it fall
The shear brain power and perseverance brought us an entertaining video from scrap
Part of the problem is your simulated weight doesn’t want to go to it’s lowest possible point you should’ve put the magnets in middle rather than the ends
Trebuchets despite popular belief didn’t actually shoot all that far but even so a trebuchet of that size should be shooting at least 2-5 times as far (2-5 because they are quite complex machines that require a lot of tuning and depending on how much time you want doing so)
I’ve tried to build one irl and it went… well let’s say “interesting”
Well, you're still here, so it certainly didn't go as badly as it could have lol.
@@Nevir202 I shot a window on my neighbors house
@@Mavve69 LMAO!
I think that the length of the side that connects to the weight is too short, (I don't have too much knowledge in this but) the length is too short and the weight finds the middle of the craft stable, as many know the longer something is the better it can be tilted, like for example a seesaw, because the length of the two is equal the weight and velocity has more of an effect on the object, let's also say that a seesaw's two sides are not equal in length this means that the kid sitting on the longer end will have a big advantage over the other, the problem with Scrapmans trebuchet is it's end of the weight was too short and the weight doesn't have enough leverage(I think) to go further down meaning that it will stay at the middle, and also another argument is when a person holds a long object, holding it in the middle is easier as the weight is even and holding it on the edges will become harder because the centre of gravity is farther
For a gravity based one, that's the right proportions, but once he moved to magnets, you're probably right that he could/should have adjusted the ratio to get more power.
Then again, it ended up basically bullseyeing the building, so if it had been any stronger, he'd have needed to make it mobile so it could back up to fire.
yea i agree
moment = mass/load * perpendicular distance from pivot
he couldve just increase the length between the load an the pivot to increase the amount of strength/moment caused
@@leejack623 yeah, it baffles me that he has this big collection of knowledge but this happens, he is human so it is to be expected but he should already know that a solution to an answer is nearly always simple,
also random question, what are your thoughts on railgun weapons, as I see it where close to unlocking clean weapon technology
Instead of using a delayed disconnector to release the sling, why not use a delayed disconnector to release the ball? Reduces physics complexity with basically the same result. (Although expanding the free pivot range would help too; it looks like it's limited to only 45 degrees.)
You should try to make a giant fist that can grab a tower and try pick one up without completely destroying it. That would be sooo cool
anyone else want to see scrapman make a newton cradle? I feel like that could be a challenge for him in this one.
with trebuchets you need the flick from the weight to swing the arm a bit faster for it to release.
the reason that there is a small amount of force is beacuse of the law of moment. the closer the weight is to the center, the less force it has on the swivel joint, no matter how much weight is added
This was probably your first trebuchet that actually worked
Can you build Giant mechanical weaponized artillery crustaceans with lasers?
Mate, I'm not sure whether we need more of ur input in life. Or whether we should lock you up to prevent a comic bookstyle doomsday.
I think with the powered swivels, you needed to let off around the mid swing point to let the sling shoot past the arm and release.
Scrap man needed to make the heavy side longer
One word comes to mind "swoosh" any basketball player knows the sound.
Start of the vid
Machine (what I think): NO I DONT WANNA WORK
starting to the end
Machine: oooo magnetic powered GIMME - as it runs as flash to the magnets-
Scrap-man: to aggressively!
Machine: what do you WANT!
Me sounding like a child: I should get rid of this
If the arm with the weight was as long as the other arm it would have worked, simply because it would have worked as a lever and the force would of been greater.Just don't listen to the instructions.IMPROVISE! You re Scrapman!!!(I am only 8 and a half minutes in so I don't know if he does this at the end of the video)
Explanation: A smaller weight on a longer arm can have a bigger effect (because of the lever that forms) than a bigger weight on a smaller arm.So if the physics of the game are just a little bit not right they will be a lot off if you do these levers because of the multiplying of the bad physics.So you have 2xBAD physics = EVEN WORSE physics if you have an effect = 2 when you multiply the effect becomes stronger...
Sorry for the veeery long comment.Really sorry.
"According to Internet"
*sniffle*
*adjusts glasses*
A gremlin once said 7:25
i think you turned strength on the free bearings to 3. that might be why it didn't work
This is the perfect baskettball shot That would be cool build to IT a net
this video is the definition of insanity
are flex beams lighter than the long beams you’ve been using for the arm? it might reduce some weight
they are not, they are actually slightly heavier.
Who else now wants to see Scrapman play Besiege?
Now just put it on wheels and/or a rotating base so you can aim in more than one spot
Magnet powered steel ball cannon!
i was a fan of scrapman even before his light was so bright and it reflects on hes skin i still enjoy his content, and this is my first time commenting to his vid hahaha lol
It never released from the pin because there was always a constant force from the power swivels but if it stopped when the wait was at the bottom like how gravity would stop it/ jolt the mechanism the rope would release from the pin
The string should be shorter, in this test. Real world rules don't apply. But still, nice out of the box thinking.
You should try building a working balista.
The superior siege weapon 2.0!!!
also, the closer an object to the fulcrum is, the less pivot will be given to the lever
you did that :D
Idea:
Make a black hole that sucks in building
Cyberpunk on release day: 12:07
This game is the glory plate for sandbox/creative player
Could you make the CL-1201, known as the largest plane ever designed and it would be better to make it on trailmakers as for the wings.
Also, to make it realistic try putting very large wheels like drag wheels or monster truck wheels.
Make a flying gauss cannon you can both fly around and destroy buildings.
I accedently skipped from the point in testing where he said "thats so bad" to a part near the end where he said "thats so good" lmao
You should play besiege to imitate real life vehicle fails, it has good physics
I think the gravity/original trebuchet required the weight to be similar distance
Away from the fulcrum of the length of the arm.
Dads watching twins being born: 17:59
I can see why magnet-powered guns are more effective than a magnet-powered trebuchet. I feel like guns in general are more effective than a medieval siege weapon.
Well maybe not against buildings. Like I doubt a regular bullet will do much against a building however a medieval siege weapon is literally designed to damage buildings
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@@Egerit100 Well what about Artillery?
@@Chris-ok4zo tbf I think a catapult/trebuchet at close range could cause similar damage to a building as a non - explosive tank round
@@Egerit100 Projectile speed and Range, tho?
BTW, not trying to demean your stance, just like to have a discussion about this topic, for some reason.
Happy new years
hey there, i have a multiplayer monday idea. do spud powered plane racing, and you have 0 gravity on. and you have to go through rings to get to the finish line.
Scrapman, did you know there is besiege multiplayer? I tried it recently and its so much fun! You guys should try it if you choose to
you should do a destruction derb with boats or planes
You should try to make a Trebuchet in main assembly.