You're unbelievable dude. I can't imagine how much logic went into this. How did you make that landing sequence so smooth?? If there is ANY way you can export these builds to a png so PC users can play with them, that would be amazing.
There's a LOT of logic. Timing for walking, toggling modes and having shared inputs, making sure walking overrides the turning movements, etc. The mech has a freefall system that attempts to rescue you from anything over ~50 KPH, which I was showcasing when the alarm and lights come on in the back. I took over when I got closer to the ground, and the leg servos are at varying strengths for walking smoothly, which gave it a little bounce when I landed. Unfortunately, I think only the devs can import things between platforms. I don't know of any way to do it. :(
My buddy ans I were using these bad boys last night for an hour or two and just messing about seeing how much damage they could take while still being functional. Shooting off an entire leg and watching it still walk perfectly was hilarious! Great build as always RSG!
I'm not sure this game was really designed for mechs, especially bipedal ones haha. Blocks break too easily. If you want it to be authentic, it's gonna be slow. If you want it to be fast, you gotta cheat a little bit. Which is what I did. Use helis and angle sensors to keep it upright constantly. Use helis and compasses to make it face forward so it doesn't spin as it walks. I'm using a gimbal/spring/distance sensor setup to constantly lift so the legs don't take the full weight. The leg servos have reduced strength so they can flex while it walks and reduce breaking. And then there's a lot of logic to fine tune walking speeds and stuff.
i would love to see a way to control creations in VR so i could make a mech that could throw grenades, reload dynamite launching weapons, and do some other complicated tasks, imagine the amount of weapons you could make, i would make a reloadable grenade launcher using prox sensors for buttons, a handheld railgun would be possible, a cluster grenade using bomb bays would also be possible, making underbarrel grenade launchers for assault rifles, and much more.
Your build is way too cool and it makes me just wanna run home and try to build cool stuff as you. How do you even do all this working it most be hard i guess . : )
Your comment is way too cool! :) These builds do take a lot of time. Everything involved in this took about 2 weeks, but it's one of my hardest builds. I also build slow cause I get very particular about how things look, and I redo things until I'm happy with it.
@@RSGMercenary Yeah i get that it takes two weeks and that is prob how you get so good builts like that halo tank you had in another vid and if it looks cool you prob will get more views and more followers. I tried a build callange (planes) with my friend and i did build a good looking J 35 it did fly fast but after a time when i had turned it just did an unrecovery flat spin so i crsh into water. : (
Hey, i need some help, i made a walker but by some reason it is walking backwards and i cant find the problem, i tried reversing ever single thing in the logic but it didn't work do you have any idea of what could be the problem and how to solve it?
Thanks! Bipedal mechs are just janky by default because of all the heli engines and stability needed to keep it up. I wanted it to be able to walk about ~30 KPH, which is faster than most mechs anyway. This game doesn't do mechs well, so you gotta make some sacrifices.
@@RSGMercenaryI recently updated a bipedal mech to go close to that speed, and it doesn't even need thrusters! Although, yours definitely took a lot more time lol
The compasses in this are set to Width = 179.50 degrees. You need to leave some degree of space, otherwise it will constantly wiggle and never find a place to settle.
I just made my first walker and it does walker but it feels too messed up. One leg feels like it is placing force on the ground and another just gives it a poke and goes right back. Help me plz! I play on xbox.
Ok I’ve been trying to make a mech for the longest and came across your vids and it seem very spectacular. I was just wondering if u had any tips or info about how to make thang like that. Mostly the Logic😅
Man I have some great mech idea but I am limited by my lack of fluency with the logic in this game. I made a working Optimus prime which walks and transforms but it's kinda choppy lol
It uses a compass stabilizer similar to these tutorials I made. They're not _exactly_ what's going on, but it's a good starting point. ruclips.net/video/aA2Ez1Mwuos/видео.html ruclips.net/video/fpThHVFIwYU/видео.html The basic idea is the compasses are outputting to a heli engine that always tries to spin and point you north. But the compasses are on a servo with turning controls that turns them. This forces the body of the mech to turn instead, while the compasses remain north. This keeps the mech facing a single direction without slipping around as it walks.
Hell yeah! I wanted it to feel more "alive", so to speak. The knee plates jiggle as it walks, the ammo belts sway, and the minigun opens its hatch and "reloads" when you're done firing.
I love your creation it is the coolest bipedal ive seen, if im not asking for to much is there a way you could give me a tip on how to make a singal bipedal leg move back and fourth
😳 But... The legs are idle in the air just a tad bit too long (I have played game for ~4 years 😶🌫️ , I make multipart ships and logic/mechanically superior builds) , on xbox
The walking animation is definitely slower than it's speed, so it hangs for a split second. It's a tradeoff because I wanted it to go 30 KPH on flat ground, but increasing it makes it more prone to breaking when doing hills.
Bro made BT-1743 from titan fall and thought we wouldnt notice
You're unbelievable dude. I can't imagine how much logic went into this. How did you make that landing sequence so smooth??
If there is ANY way you can export these builds to a png so PC users can play with them, that would be amazing.
There's a LOT of logic. Timing for walking, toggling modes and having shared inputs, making sure walking overrides the turning movements, etc. The mech has a freefall system that attempts to rescue you from anything over ~50 KPH, which I was showcasing when the alarm and lights come on in the back. I took over when I got closer to the ground, and the leg servos are at varying strengths for walking smoothly, which gave it a little bounce when I landed.
Unfortunately, I think only the devs can import things between platforms. I don't know of any way to do it. :(
@@RSGMercenary oh
My buddy ans I were using these bad boys last night for an hour or two and just messing about seeing how much damage they could take while still being functional. Shooting off an entire leg and watching it still walk perfectly was hilarious!
Great build as always RSG!
Ain’t played the game in ages due to no new good content. This is amazing the best mech I’ve seen
I’ve been playing this game for like 2 years and never understood on how to make a walking mech. Nice job by the way
I'm not sure this game was really designed for mechs, especially bipedal ones haha. Blocks break too easily. If you want it to be authentic, it's gonna be slow. If you want it to be fast, you gotta cheat a little bit. Which is what I did.
Use helis and angle sensors to keep it upright constantly. Use helis and compasses to make it face forward so it doesn't spin as it walks. I'm using a gimbal/spring/distance sensor setup to constantly lift so the legs don't take the full weight. The leg servos have reduced strength so they can flex while it walks and reduce breaking. And then there's a lot of logic to fine tune walking speeds and stuff.
i would love to see a way to control creations in VR so i could make a mech that could throw grenades, reload dynamite launching weapons, and do some other complicated tasks, imagine the amount of weapons you could make, i would make a reloadable grenade launcher using prox sensors for buttons, a handheld railgun would be possible, a cluster grenade using bomb bays would also be possible, making underbarrel grenade launchers for assault rifles, and much more.
Your builds are awesome!!
My ass over here just now learning how to make a basic off-road suspension and people over here making transformers movie.
Thats sick
É impressionante como ele não perde o equilíbrio
STAND BY FOR TITANFALL!
Your build is way too cool and it makes me just wanna run home and try to build cool stuff as you. How do you even do all this working it most be hard i guess . : )
Your comment is way too cool! :) These builds do take a lot of time. Everything involved in this took about 2 weeks, but it's one of my hardest builds. I also build slow cause I get very particular about how things look, and I redo things until I'm happy with it.
@@RSGMercenary Yeah i get that it takes two weeks and that is prob how you get so good builts like that halo tank you had in another vid and if it looks cool you prob will get more views and more followers. I tried a build callange (planes) with my friend and i did build a good looking J 35 it did fly fast but after a time when i had turned it just did an unrecovery flat spin so i crsh into water. : (
superstable, super logical + smooth and has fucking INFO in first person!
Hey, i need some help, i made a walker but by some reason it is walking backwards and i cant find the problem, i tried reversing ever single thing in the logic but it didn't work do you have any idea of what could be the problem and how to solve it?
This is amazing best mech I’ve seen
I love your style of builds it’s not smooth and really janky and it looks great most of the time
Thanks! Bipedal mechs are just janky by default because of all the heli engines and stability needed to keep it up. I wanted it to be able to walk about ~30 KPH, which is faster than most mechs anyway. This game doesn't do mechs well, so you gotta make some sacrifices.
@@RSGMercenaryI recently updated a bipedal mech to go close to that speed, and it doesn't even need thrusters! Although, yours definitely took a lot more time lol
bruh this is incredibly smooth for bipedel mechs
I’ve been trying my best to replicate this machine but I just don’t understand how the gyroscope stays so stable. Mine just wiggles around violently
The compasses in this are set to Width = 179.50 degrees. You need to leave some degree of space, otherwise it will constantly wiggle and never find a place to settle.
@@RSGMercenary yeah I worked thar out. No it’s just the movement. Trying to do legs without logic blocks is interesting
insane
wow, just wow
I just made my first walker and it does walker but it feels too messed up. One leg feels like it is placing force on the ground and another just gives it a poke and goes right back. Help me plz! I play on xbox.
Ok I’ve been trying to make a mech for the longest and came across your vids and it seem very spectacular. I was just wondering if u had any tips or info about how to make thang like that. Mostly the Logic😅
Tutorial on legs plz 🙏🙏🙏
Nice build man! I wonder how it would look with decals on it!
I'm sure we will know in a couple months!
But Titan fall 2 mechs don’t have guns for arms so that’s little odd
Man I have some great mech idea but I am limited by my lack of fluency with the logic in this game. I made a working Optimus prime which walks and transforms but it's kinda choppy lol
how did you make this
How did you make it so that when you walk you dont start turning in other directions like most mechs?
It uses a compass stabilizer similar to these tutorials I made. They're not _exactly_ what's going on, but it's a good starting point.
ruclips.net/video/aA2Ez1Mwuos/видео.html
ruclips.net/video/fpThHVFIwYU/видео.html
The basic idea is the compasses are outputting to a heli engine that always tries to spin and point you north. But the compasses are on a servo with turning controls that turns them. This forces the body of the mech to turn instead, while the compasses remain north. This keeps the mech facing a single direction without slipping around as it walks.
WAT IT HAS AN OVERHEAT/RELOAD MECHANIC?
Hell yeah! I wanted it to feel more "alive", so to speak. The knee plates jiggle as it walks, the ammo belts sway, and the minigun opens its hatch and "reloads" when you're done firing.
El mejor robot del mudo se ve chulo
Muchas gracias!
Can i download this on PS? Idk if console is cross platform… this mech is amazing fr 10/10
Thanks! Unfortunately it's not cross platform with PS. Only the Xbox and MS store versions are.
Reminds me of chromeHounds 😭
I missed the boat on playing all the cool mech games back in the day. RIP
I love your creation it is the coolest bipedal ive seen, if im not asking for to much is there a way you could give me a tip on how to make a singal bipedal leg move back and fourth
Looks like something from war robots.
😳
But...
The legs are idle in the air just a tad bit too long (I have played game for ~4 years 😶🌫️ , I make multipart ships and logic/mechanically superior builds) , on xbox
Against average Joe's
The walking animation is definitely slower than it's speed, so it hangs for a split second. It's a tradeoff because I wanted it to go 30 KPH on flat ground, but increasing it makes it more prone to breaking when doing hills.
@@RSGMercenary ahh
Is this on the gallery?
Yeah, Xbox or Windows versions! Build names are in my video descriptions.
Please say this is on ps4, it’s bloody amazing
Thanks! Only on Xbox and Microsoft Store versions unfortunately.
@@RSGMercenary ahh that’s a shame, still a extremely well made mech
How tf can it walk like that? Lol
Hey just a question is this on the workplace cause I can’t find it anywhere and I just think this thing is sick
What platform are you on? Cause it's only on Xbox/Game Pass.
@@RSGMercenaryI’m on pc
@@kingkthegoat5561 If it's the Steam version, they don't share the same workshops unfortunately.